Guilds and advancement

Post » Fri Feb 04, 2011 2:20 am

I know there have been many threads about this, but here I go:
I think it was to simple to advance in the guilds of OB. A non-magic user could be the Arch-Mage at lvl 1! In MW it was better since it had requirements. It forced you to 1: join the organizations which used the skill you did or 2: train in the skills the faction required. Personally I would love it if they brought something familiar back in Skyrim. What about you?
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Victoria Vasileva
 
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Post » Fri Feb 04, 2011 2:44 am

Yes it was much better in Morrowind

It was a bit annoying to be told 'The Guild appreciates your devotion to duties, but you simply do not meet the requirements for advancement'. But it made more sense in the game...
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David Chambers
 
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Post » Thu Feb 03, 2011 6:09 pm

I know I mentioned this in another thread, but it didn't seem to get much attention, so here it is again...

The Guild Leader positions seemed to be mostly administrative in nature, you aren't asked to train new members, you aren't required to go out on contracts of develop new spells or whatever. If you can complete contracts, why should the Fighter's Guild care that you have a 5 in all martial skills? Furthermore, we have the example of Jeanne Frasoric from Oblivion, the head of the Bruma Mages Guild Hall. She is well known to be a lousy mage, but was still appointed head of a Guild Hall. If high skill is required, I'd like to see something that justifies it, something that the player is required to do that actually takes a high skill rank, rather than someone just telling you that your skill isn't high enough. I'd also like to see more to do once you reach the head of a faction. Oblivion only had minor rewards for reaching Guild Master status. Advancing magical knowledge or sending subordinates out on contracts or bribing/blackmailing officials to allow your members lighter sentences. Maybe Radiant Stories can fix that, I hope so.
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Marine x
 
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Post » Fri Feb 04, 2011 7:17 am

Skill requirements would be nice. If level 100 is the maximum level for a skill then you'll need level 70 in any of the magic skills to become the arch mage for example. Same applies to the fighter guild etc.

Doesn't have to be level 70 ofcourse, it's just an example.
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Tarka
 
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Post » Thu Feb 03, 2011 9:51 pm

Skill requirements would be nice. If level 100 is the maximum level for a skill then you'll need level 70 in any of the magic skills to become the arch mage for example. Same applies to the fighter guild etc.

Doesn't have to be level 70 ofcourse, it's just an example.

Archmage should require 90 in one magic skill and 60 in two others :P
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Mel E
 
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Post » Thu Feb 03, 2011 8:40 pm

Guild quests should be alot bigger and more in depth.
I liked morrowinds idea of not letting you advance if you did not have the appropriate skill level.
It should take a long time before you become a master of a guild,and i mean a long time.
Also ,once you go so far with a guild,you cannot join others,or become masters in them,it adds replay value in my opinion.
I'm sure i read somewhere that we can teach people skills,if thats the case that could be implemented into guilds too.
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Christie Mitchell
 
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Post » Thu Feb 03, 2011 4:44 pm

Guild quests should be alot bigger and more in depth.
I liked morrowinds idea of not letting you advance if you did not have the appropriate skill level.
It should take a long time before you become a master of a guild,and i mean a long time.
Also ,once you go so far with a guild,you cannot join others,or become masters in them,it adds replay value in my opinion.
I'm sure i read somewhere that we can teach people skills,if thats the case that could be implemented into guilds too.

Sort of like barracks duty. It should be other, less important duties in guilds as well. F.eks. having to repair the gear of fellow members after they return from a contract in the FG. Small things like that would be great to add as well.
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Benji
 
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