Guild Promotion

Post » Sun Dec 19, 2010 12:48 pm

So how do you think? They've said that the sidequests will depend on what you are, what about guild quests?
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Max Van Morrison
 
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Post » Sun Dec 19, 2010 3:59 pm

Yes. You should need to be an expert in at least one of the guild's governing skills in order to be the leader. Other ranks should have much more lenient requirements but you should still need to practice often in order to advance in rank.
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lydia nekongo
 
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Post » Sun Dec 19, 2010 10:39 am

I'd like to earn my rank in a guild.

I want to be Arch Mage but I don't want it to be as easy as complete this task here now this one, bam you'r Arch Mage. You only needed to use one spell the entire guild quest. The rest could be used with scolls for that quest.
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josh evans
 
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Post » Sun Dec 19, 2010 7:14 pm

Yes. You should need to be an expert in at least one of the guild's governing skills in order to be the leader. Other ranks should have much more lenient requirements but you should still need to practice often in order to advance in rank.

What he said.
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Nathan Barker
 
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Post » Sun Dec 19, 2010 5:48 am

Definitely should be skill dependable. Becoming head of every single guild on one char was dumb.
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Nymph
 
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Post » Sun Dec 19, 2010 9:22 am

I want to be Arch Mage but I don't want it to be as easy as complete this task here now this one, bam you'r Arch Mage. You only needed to use one spell the entire guild quest. The rest could be used with scolls for that quest.


Actually, I'm pretty sure that there was three or four spells you were supposed to use to pass that column quest for some city's recommendation :tongue:

EDIT: Aw, didn't notice the last sentence. And my joke doesn't make sense anymore :sadvaultboy:
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Jhenna lee Lizama
 
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Post » Sun Dec 19, 2010 10:37 am

I would like for advancement to at least require that we be profficient in magic use. But I also would like a balance, because some players might not roleplay in such a way that they use the required skills, but are still largely mages.
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ONLY ME!!!!
 
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Post » Sun Dec 19, 2010 3:21 pm

I've always wondered how everyone knew how good you were in certain skills without actually knowing you.
You go in a town the first time with 0 fame, and they greet you with "It looks like you're handy with a blade".
How on Nirn do they do http://media.comicvine.com/uploads/0/229/85452-165133-professor-x_super.jpg?

That's my problem with the Morrowind-style promotion too. They can't have any clue in the mages guild how good you are in destruction, there's no physical sign of it, they can't know
how you've dealt with some quest, as they didn't track your movements (, did they? :blink: ).

What I think of is that you actually have to prove your skills somehow in order to advance in ranks, or be that much famous, that they know about your actual skills.
Other way this whole I challenge you to a duel, 'cuz I know you're a mighty mage by seeing you thing really makes no sense.
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Scott Clemmons
 
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Post » Sun Dec 19, 2010 8:56 pm

I voted Morrowind style.

Because I feel the only thing Morrowind did wrong was introduce cliff racers.
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Dominic Vaughan
 
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Post » Sun Dec 19, 2010 4:29 pm

Yeah they definitly need to implement guild restrictions. Although I enjoyed being able to be the head of every guild and do all of the quests and get all of the rewards, it was not logical at all. Great thread post.

I voted for Morrowind style but actually I'd rather them implement something new and advanced.
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Gisela Amaya
 
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Post » Sun Dec 19, 2010 4:07 pm

That's my problem with the Morrowind-style promotion too. They can't have any clue in the mages guild how good you are in destruction, there's no physical sign of it, they can't know
how you've dealt with some quest, as they didn't track you (, did they? :blink: ).

It's actually the problem of all the quests in most (or even all) of the role-playing games. But in some quests it's inavoidable. Many players would just lie to quest-givers to earn money quickly.

How on Nirn do they know that?

On Nirn, they do :biggrin:

I voted for Morrowind style but actually I'd rather them implement something new and advanced.

Morrowind style doesn't mean exactly like it was in Morrowind, just something in that style
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SWagg KId
 
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Post » Sun Dec 19, 2010 8:39 am

God, yes please, throw in some conflicting quests too while you're there.
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Laura-Jayne Lee
 
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Post » Sun Dec 19, 2010 8:24 am

God, yes please, throw in some conflicting quests too while you're there.

Okay, I will :celebration:
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Cathrin Hummel
 
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Post » Sun Dec 19, 2010 8:58 pm

I voted Morrowind style.

Because I feel the only thing Morrowind did wrong was introduce cliff racers.


Well, in that case you are forgetting about the tetraplegic character, the combat system, the 100% of ambiental humidity (although I understand than the fog was neccessary, in Oblivion they proggressed a lot with the distacens... well, it's true that the textures were horrible, but at least you could see) and the annoying omnipresence in the water of assasins-fish, among others.

Anyway, I would say that, in this aspect, Morrowind handled it better. I shouldn't be able to be Archmage being a Nord barbarian.
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Ash
 
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Post » Sun Dec 19, 2010 10:29 am

Thing is, though, most of the Guild Leader positions are administrative in nature. As far as we know, the Fighters Guildmaster is not going on contracts themselves, and while you might think of the Archmage researching new spells and being an expert spellcaster, that's not actually required for the job. You also aren't expected to teach new members anything, so a high skill isn't required there either. I'm also remided of Jeanne Frasoric, you know, the head of the Bruma Guild Hall. Great at social networking, but a lousy mage.

What I really want to see is more things to do once you become the leader of whatever guild. Let me set policy, or send members out on missions... something!

As for high skill getting reactions from NPCs, I'd expect that a high skill would have some indicators, particualrly physical skills, but the engine didn't show that, so the NPCs seem psychic.
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lacy lake
 
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Post » Sun Dec 19, 2010 3:58 pm

Well, I don't go to mages guilds and expect to that I need better skills in thievery than restoration to advance.
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Alisha Clarke
 
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Post » Sun Dec 19, 2010 6:14 pm

Yeah, it never made sense to me how as a warrior I would be able to go and become the arch-mage...
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Jodie Bardgett
 
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Post » Sun Dec 19, 2010 6:09 am

How about at some times you have a non lethal dule with another person who is contesting for your rank showing what you can do!
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Victoria Vasileva
 
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Post » Sun Dec 19, 2010 10:39 am

Voted yes. It was silly that they even offered scrolls in the sole instance where you had to use magic to advance in a mage's guild quest (where you had to retrieve that Ayleid helmet in a dungeon I can't recite the name of).
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BrEezy Baby
 
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Post » Sun Dec 19, 2010 8:45 pm

It would be nice to have some requirements. I stuck with the guilds that matched my characters, but being able to join the mages guild with my character that hadn't fired a fireball since the beginning of the game was just ridiculous.
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Justin Hankins
 
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Post » Sun Dec 19, 2010 5:08 pm

I've always wondered how everyone knew how good you were in certain skills without actually knowing you.
You go in a town the first time with 0 fame, and they greet you with "It looks like you're handy with a blade".
How on Nirn do they do http://media.comicvine.com/uploads/0/229/85452-165133-professor-x_super.jpg?

That's my problem with the Morrowind-style promotion too. They can't have any clue in the mages guild how good you are in destruction, there's no physical sign of it, they can't know
how you've dealt with some quest, as they didn't track your movements (, did they? :blink: ).

What I think of is that you actually have to prove your skills somehow in order to advance in ranks, or be that much famous, that they know about your actual skills.
Other way this whole I challenge you to a duel, 'cuz I know you're a mighty mage by seeing you thing really makes no sense.


Yeah so lets have skill duels,contests, and demonstrations. That could work right?
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ijohnnny
 
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Post » Sun Dec 19, 2010 10:12 pm

Yeah so lets have skill duels,contests, and demonstrations. That could work right?

We know for certain there will be duels. People will challenge you when they know you're good at a certain skill and you can challenge others yourself too. So I guess we can be happy in that aspect.
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Jessie Rae Brouillette
 
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Post » Sun Dec 19, 2010 4:37 pm

Part of the problem with Oblivion was that guilds felt like simple quest chains. There was no required investment in the skills that were the THEME of the guild so progression was simply going from one quest to the next. In my opinion this needs addressing for Skyrim. I'd also like to feel more rivalry between the guilds.
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R.I.p MOmmy
 
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Post » Sun Dec 19, 2010 10:57 pm

Please. I'd like to have at least some requirements. It didn't make sense that my plate-wearing juggernaut of a warrior could be head of the Fighters Guild, Thieves Guild, and Mages Guild all at the same time.
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Annick Charron
 
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Post » Sun Dec 19, 2010 9:45 pm

I like how when there is an option between Morrowind and Oblivion, people almost always choose Morrowind.

On topic, it kind of made me mad that I could be the head of every single guild at once... It also took away from the replayability. It made me most mad that I could be a head of the Dark Brotherhood and the Knights of the Nine at the same time, that's a little off topic though. I'd like it a lot better though if you had to be good with magic in order to get rank advancements in the guilds.
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Becky Cox
 
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