Idea for Guilds

Post » Thu May 12, 2011 11:18 pm

This idea was brought up by jeffhardy141 on another Forum,I thought this was an excellent idea for Guilds.
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"I was playing Oblivion a few minutes ago lol and I after one of my Order of the nine knights died and i looked at his equipment i saw he had like 3 and 2 defense armors...

I wish for the guilds in Skyrim is when your the leader you can fund your guild, because companions such as DB members, mages guild, and Order of the nine are really underpowered and at one point on of the companions were killed by will-o-wisps...

I dont mind the money I have it, so allow a funding system plz"

-jeffhardy141

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I further explained the idea and added some more to it,but I take no credit for this.
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"So you want to Make your own Guild,recruit allies,equip allies with armor/weapons,and fight alongside an ally ALL based on the funds you put into your Guild....not bad,really.

Along your journey maybe you'll meet a Mage who can be recruited,and you can put funds into his/her studies in the Schools of Magic for you to learn later on. Same thing if you find someone who is a Blacksmith,you can get things repaired and create new equipment. So on,and so on.

Ain't bad,Ain't bad at all,IMO."

-BolognaSkaters

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If this was emplemented into the game,it would be nice to have some side-quests to go along with the expansion of your Guild. Competition with other Guilds,jealous guild members of other guilds commiting crimes against your Guild(murder,robbery,etc), and finding certain items/people that could benefit your Guild...stuff like that could be fun side-quests.
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This is a great idea is it not?
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GPMG
 
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Post » Fri May 13, 2011 12:22 pm

Funding the guild could be a good idea... if there is any use to it. With Guild System of MW and OB, there is nothing to be gained by funding (guild companions were there for lulz anyway).
Recruiting would better be used as a Radiant Quest (and I don't doubt that Radiant Story will create Faction quests as well while Dev's take care of Guild Storyline).
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gemma
 
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Post » Fri May 13, 2011 2:26 pm

Yes i think it is a great idea. Investment in your companions and guilds makes sense. It would be nice if they would actively invest in themselves also so it doesn't seem as though you are bottle feeding everyone if you catch me...

I see your point about the different specializations and crafters etc... A bit like the Riley's Rangers Faction in FO3, where they have a specialist in each area... Although this didn't benefit the player character in any way because you are always a 'fringe' member. The factions have always benn so much better in TES but still room for improvement.

To quote OXM UK "We are expecting something very special from the faction system that the team seemed to be itching to talk about".
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Stephani Silva
 
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Post » Fri May 13, 2011 1:00 pm

Maybe there shouldn't be a "magic" guild in every town and only in a select few places, then you can, as guildmaster (if you can become that), set up new guilds in each major town/city and have easier access to it and also spread the wonders and joy of magic.
Would of course take about an ingame month before each new guild is up, can't just spring up over night.
These new guilds would have their own designed quests for each town/city, like maybe a town is really against magic and you have to convince the people through 3 or 5 quests that it's a good thing that a guild for people to teach magic to be there.
Maybe a clan in a city has bad blood with magic and kills a magic apprentice and you get 3 to 5 quests that resolve around solving this murder and put a stop to this clans crime spree against magic users.

Maybe stuff like that could be cool, would expand the guilds with more quests and stuff.
Would also be interesting to see different cultures views on the guilds morals, teachings and actions.

It would also let you as the guild master have more to do than just have a fancy title.
(Then again I've only played Oblivion so this might work against TES' formula of guilds/factions)

[edit]
Yeah this isn't a comment on the idea in the OP but since the thread name is "Idea for guilds" I thought I'd share a quick one I had in mind.
I'd love to fund my own guild and have recruitable members for each of them too.
Hated that the followers died incredibly easily in Oblivion and had crap equipment on most of the time.
But I guess it'd be easier to let us talk to the follower we have with us and drop some of our own stuff in their inventory for them to use.
When they die then just pick it up and get a new follower and equip him/her/it with the same stuff.
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Laura-Jayne Lee
 
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Post » Fri May 13, 2011 10:17 am

It would also let you as the guild master have more to do than just have a fancy title.


It would be GREAT for guild-master to have some benefits. If not, why even make the title acquirable?
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Nick Jase Mason
 
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Post » Fri May 13, 2011 3:00 am

This might seem a little off topic, but i just hope when i become the Master of Every Guild, i can actually hand my Job to the next guy and say "Its All Yours" while i leave and Explore the World with the exception i still get Paid ofcourse :)

I dident really liked the fact in Oblivion where im Forced to be the Master of All Guilds, i want to Quit at my choice.
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Claire
 
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Post » Fri May 13, 2011 8:51 am

In OB you don't get guild quests after becoming the guild master... neither do you in MW...
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Lil'.KiiDD
 
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Post » Fri May 13, 2011 12:40 am

Thats what i ment when after i become the Master, i want to be able to Quit and tell the next guy "Its All Yours Buddy"
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^_^
 
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Post » Fri May 13, 2011 4:48 am

So why would you quiet and lose all the discounts and other services that should be there (should be... like in DF where every rank gives the player some new service...)?
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Penny Flame
 
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Post » Fri May 13, 2011 11:17 am

But i dont want to be a Murderer forever, when im suppose to be in a Fighter Guild as a goodguy and yet im a Full Warrrior Only in a Wizard Guild.

I think Oblivion pushed the Player in all those Factions when you are suppose to be Just what you chose your Created Player to become.

A Fighter/Paladin - Mage should stay at a Fighters Guild and in the Wizards Guild, why Force him to become a Thief and a Murderur
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Noely Ulloa
 
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Post » Fri May 13, 2011 2:34 am

(should be... like in DF where every rank gives the player some new service...)?

Dunno how many ranks there are but like this?
Fighters Guild
Rank 0: Get to buy the public merchandise.
Rank 1: Get to buy the apprentice merchandise, get to go on low-tire hunting quests. (Mostly kill X of Y and bring back X of Z)
Rank 2: Get to use novice trainers, get to use novice training hall.
Rank 3: Get to buy novice merchandise, get to go on contracts with a little more caliber.
Rank 4: Get to go on specific/generic dungeon raids, get to use journeyman trainers, get to use guild blacksmith.
Rank 5: Get to buy journeyman merchandise, get to use journeyman training hall, get to go on small scale wars with generic raiders/marauders/bandits/rouge factions/vampire and werewolf cults.
Rank 6: Get to use master training, get to use master training hall, get to buy master merchandise, get to do high scale caliber dungeon raids/small scale wars/contracts, get to place orders on specific items for the guild merchant to buy (So you don't have to go out and grind the crap yourself, good for crafting I guess?).
Rank 7: Guild Master!

(This is a veeeeery fast pitch, could have a lot more rewards to each rank, this one seems to simplified and cut down to me.)
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Dean Ashcroft
 
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Post » Fri May 13, 2011 2:36 pm

@gabriel77dan
Something like that, yes.

Here is a Mage's Guild Benefits in DF:
http://www.uesp.net/wiki/Daggerfall:Mages_Guild#Benefits
Really makes you want to get a promotion
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Jerry Jr. Ortiz
 
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Post » Fri May 13, 2011 4:04 am

If this was emplemented into the game,it would be nice to have some side-quests to go along with the expansion of your Guild. Competition with other Guilds,jealous guild members of other guilds commiting crimes against your Guild,finding certain items/people that could benefit your Guild...stuff like that could be fun side-quests.
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katie TWAVA
 
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Post » Fri May 13, 2011 2:13 am

Omg this is such a good idea, id like to meet the guy who thought of it :P

Seriously though, I know eventually companions are fodder (Which is the point) thats why its good to fund the guild in order for the guild to be more powerful.

Some Dark Brotherhood members have been owned by Will-o-wisps...

At least to a limit though, cuz i dont want it to be where the guild members are more powerful than you -.-
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Melis Hristina
 
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Post » Fri May 13, 2011 12:38 pm

Omg this is such a good idea, id like to meet the guy who thought of it :P

Seriously though, I know eventually companions are fodder (Which is the point) thats why its good to fund the guild in order for the guild to be more powerful.

Some Dark Brotherhood members have been owned by Will-o-wisps...

At least to a limit though, cuz i dont want it to be where the guild members are more powerful than you -.-

hahaha. Waaaazzzzzup jeffhardy141,who for some odd reason has the same screenname as the person who came up with this. Must be a coincidence..
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Chris Johnston
 
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Post » Fri May 13, 2011 3:42 pm

Anyone think maybe we should not be able to reach the rank of guild master in Skyrim? I'd preferbeing stopped at a rank below, so we can still be given (random) quests, and to remove the implausibility of being the master of 10000 guilds and haveing no management duties whatsoever. How come I, as arch mage, could not remove the ban on necromancy?
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Jodie Bardgett
 
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Post » Fri May 13, 2011 4:24 am

Anyone think maybe we should not be able to reach the rank of guild master in Skyrim? I'd preferbeing stopped at a rank below, so we can still be given (random) quests, and to remove the implausibility of being the master of 10000 guilds and haveing no management duties whatsoever. How come I, as arch mage, could not remove the ban on necromancy?

Good points,I never thought that being the head of a Guild like the Fighters,Mages,etc was necessary either. You never really gained anything but more of a reputation and a couple of people praising your accomplishment.

If you could actually make your own Guild,you could have several rules to put in place,still go on side-quests, and whatever your heart desires..atleast I think you should.
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Misty lt
 
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Post » Fri May 13, 2011 4:05 pm

I'd like to be able to send my underlings members out on quests. Even something like the AC:B Assassin mission thing would work wonders.
Just open up a menu and pick a mission, and the person(s) that you would like to go on it. The more in depth the better, but even so. It would do wonders.
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Jessica Thomson
 
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Post » Fri May 13, 2011 2:52 pm

I'd like to be able to send my underlings members out on quests. Even something like the AC:B Assassin mission thing would work wonders.
Just open up a menu and pick a mission, and the person(s) that you would like to go on it. The more in depth the better, but even so. It would do wonders.

eh :\

I think you should be able to send members on little missions,like finding ingredients,arrows,and other small supplies. Sending them on your missions would make you miss out on possible unique items, I just think you should do as much as possible thats all.
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Jordan Moreno
 
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Post » Fri May 13, 2011 6:36 am

eh :\

I think you should be able to send members on little missions,like finding ingredients,arrows,and other small supplies. Sending them on your missions would make you miss out on possible unique items, I just think you should do as much as possible thats all.

Not my missions. Guild missions. Like sending Fighter Guild apprentices to kill rats, or sending a mage to study a magical ruin.
stuff like that.
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Shirley BEltran
 
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Post » Fri May 13, 2011 10:43 am

Not my missions. Guild missions. Like sending Fighter Guild apprentices to kill rats, or sending a mage to study a magical ruin.
stuff like that.

Oh ok. Little things like that would be fine with me
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loste juliana
 
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Post » Fri May 13, 2011 6:15 pm

Anyone think maybe we should not be able to reach the rank of guild master in Skyrim? I'd preferbeing stopped at a rank below, so we can still be given (random) quests, and to remove the implausibility of being the master of 10000 guilds and haveing no management duties whatsoever. How come I, as arch mage, could not remove the ban on necromancy?

Yes, reaching the highest rank in a guild should either unlock serious management possibilities or be impossible. In Oblivion I enjoyed the guilds more at lower ranks, there was still a purpose ahead.
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Leticia Hernandez
 
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Post » Fri May 13, 2011 9:57 am

Maybe there shouldn't be a "magic" guild in every town and only in a select few places, then you can, as guildmaster (if you can become that), set up new guilds in each major town/city and have easier access to it and also spread the wonders and joy of magic.
Would of course take about an ingame month before each new guild is up, can't just spring up over night.
These new guilds would have their own designed quests for each town/city, like maybe a town is really against magic and you have to convince the people through 3 or 5 quests that it's a good thing that a guild for people to teach magic to be there.
Maybe a clan in a city has bad blood with magic and kills a magic apprentice and you get 3 to 5 quests that resolve around solving this murder and put a stop to this clans crime spree against magic users.

Maybe stuff like that could be cool, would expand the guilds with more quests and stuff.
Would also be interesting to see different cultures views on the guilds morals, teachings and actions.

It would also let you as the guild master have more to do than just have a fancy title.
(Then again I've only played Oblivion so this might work against TES' formula of guilds/factions)

[edit]
Yeah this isn't a comment on the idea in the OP but since the thread name is "Idea for guilds" I thought I'd share a quick one I had in mind.
I'd love to fund my own guild and have recruitable members for each of them too.
Hated that the followers died incredibly easily in Oblivion and had crap equipment on most of the time.
But I guess it'd be easier to let us talk to the follower we have with us and drop some of our own stuff in their inventory for them to use.
When they die then just pick it up and get a new follower and equip him/her/it with the same stuff.


Lets not turn it into assassins creed....
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Lakyn Ellery
 
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Post » Fri May 13, 2011 3:14 pm

Lets not turn it into assassins creed....

I have not played any other AC except the first game so this is an original idea for me and not something I ripped/copied off some other game.
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vicki kitterman
 
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Post » Fri May 13, 2011 7:29 pm

Lets not turn it into assassins creed....

hahaha. All that typing and he could've just said "Let's make it like AC" :P ..I've only played the 1st AC
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Crystal Clarke
 
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