Length of the College of Winterholds quest line.

Post » Wed Dec 14, 2011 5:31 pm

- Faction Questline Length. Morrowind length seemed right to me, the individual house questlines were so epic.


And you got an awesome mushroom tower out of the Telvanni one (I loved that tower).

I admit though it makes sense to be able to buy houses as well. But yes, the house questlines were brilliant.

- Narrative and storytelling is somewhat weak, there are never any memorable characters in the TES games.


I don't agree there, but I guess it is subjective, so we'll agree to disagree.

- Companions, lack depth and personality. They have no quest chains, require no effort to romance them or befriend them and banter is a bit weak. If they could add another layer to game in the form of memeorable companions we can get attached to, this would really add to the game.


I'll give you that one. Ah, the nostalgia I feel for Baldur's Gate 2 companions. And Mass Effect series companions. And... still, I guess it is something new for TES, I'm sure Bethesda will learn and refine companions (and modders will help the ones here).
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latrina
 
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Post » Wed Dec 14, 2011 4:16 pm

I would have preferred more complex quests, and consequences for failing important quests (assuming that the ability to fail important quests is also added). For instance, the Thieves' Guild could have had an entirely new set of quests after you restored it, like the ones you get from Delvin the improve the guild. The DB could easily have given you upkeep duties that dealt with the new sanctuary as the leader. Considering that the DB is down to its last 5(4) named members, recruitment could have been added. Perhaps the guild could use some money, and so makes a deal with the Thieves' Guild, and you have to go out and make the deal, then fulfill the DB's end of it. Maybe you have the new members, and now you need to train them, so you take them on a training mission, similar to the College one.

As for consequences, if I decide that I want to sabotage the Thieves' Guild's progress by keeping the skeleton key, then why shouldn't the quest leave my lineup? Why can't nocturnal send assassins after me, ending with Brynjolf and Karliah coming to take me down.
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Kayleigh Williams
 
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Post » Wed Dec 14, 2011 4:38 pm

took me 1 h to complete the whole guild questline :sadvaultboy: im not even mentioning DB missions lame lame lame and complete bs compared to oblivion quests

I just finished the DB questline and I'm dissappointed with it, compared to the originality and length of Oblivion's it was complete crap :sadvaultboy: Before that I did the College's quests and finished in an hour and a half which was also extremely dissappointing. I've been hoping it would get better but from what I've heard it's pretty much the story for all the quests in the game :confused: So I'm counting the days until I have enough to buy my new pc and a copy of skyrim for that. Mods to the rescue lol.
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Mrs Pooh
 
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Post » Wed Dec 14, 2011 2:22 pm

I agree that the "meat" of the series which, I think, to many long time Elder Scroll players have been the many factions is growing ever more anemic.

I thought Oblivion was anemic compared to Morrowind's many Great Houses, factions etc.

I realize some of this is due to voice acting - but I think many would be content with the opening line being voiced and the rest in print - especially if it meant the return of 12+ factions with involved questlines.

Heck in Morrowind I remember my amazement that the vampire clans had quests!

The questlines in Skyrim are short.

I vote for opening line voiced and the rest in print - and ask for Imperial Cult, Vampire Clans, Fighter, Thieves, Mage, Dark Brotherhood, Bards, Vigilants of Stendarr etc. to be full fledged factions. :)

J
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Stacy Hope
 
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Post » Wed Dec 14, 2011 11:47 am

I agree with the complaints of questlines. Off the top of my head, there were long questlines in Morrowind for: Mage's, Fighter's, Thieves', the Morag Tong (honourable assassins); Great Houses Hlaalu, Redoran, Telvanni, the Tribunal Temple and also MQ, the Tribunal MQ, and the Bloodmoon MQ. Then shorter factions: three vampire factions, Imperial Legion & Nine Divines quests. That's a whole lot of factions. A whole lot of gameplay. I think voice acting is a pretty severe culprit here... text gives a lot more freedom, and since I read much quicker than people speak, I actually find it much more immersive. I find all this newfangled voice acting (ok, ok it's been around for awhile but still) distracting. I liked Morrowind's voice acting; unobstrusive, Easter Egg-ful, ("...I don't remember teleporting, but there I was. Alone. Naked.") and it didn't bog down the quests. A game is not cinema, and doesn't need to be. Although I suppose maybe others prefer voice acting?
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Amber Hubbard
 
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Post » Wed Dec 14, 2011 1:43 pm

i think i know why its so short ... recommendations :sadvaultboy: remember the time when you had to earn your place in mages guild.

I admit it waited for too long, joined the college at lvl 38 or something and that's why it was so easy ...because i wanted to leave the best for the last remembering how much fun i had with oblivion mages quests oh well :brokencomputer:
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Ymani Hood
 
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Post » Wed Dec 14, 2011 8:13 am

60 hours in. i have only finished sarthaal (sp).
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Nicholas C
 
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Post » Wed Dec 14, 2011 6:46 pm

I vote for opening line voiced and the rest in print - and ask for Imperial Cult, Vampire Clans, Fighter, Thieves, Mage, Dark Brotherhood, Bards, Vigilants of Stendarr etc. to be full fledged factions. :)

Oh, how great that would be... Sadly, it's never going to happen. :sadvaultboy:

I really hate voice acting in general. It's so painful to endure, especially when you have to listen to two NPCs having a conversation - far too many awkward pauses, strange behaviour (e.g. NPC hunches over at a table, walks around room, then goes back to hunch over table), changes in tone, etc. Ugh...
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Nauty
 
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