The guildleader...

Post » Tue Mar 29, 2011 11:19 pm

So factions/guilds has been the talk of the forum as of late. We are all very excited to see what friends you can make by taking on some guild tag....

But what about the ultimate goal of the guild quest line...

As in OB, once you had achieved the highest role in a guild you collected guild fees and whatnot, were capable of acquiring a follower of the guild, etc. What do you hope to see as far as guild powers in Skyrim?
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Sammi Jones
 
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Post » Tue Mar 29, 2011 10:34 pm

I wish the Arcane University would have been cooler. The idea of a gated university with the greatest minds of the reigon in one area seems awesome. I hope they expand the rewards of things like the university and being a listener.

I feel like you should be able to command people with all the respect you have in that guild.
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tiffany Royal
 
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Post » Wed Mar 30, 2011 1:16 pm

I want to be able to assign certain quests/ abilities to my new members in the guild i have reached the top of. ie: Mages guild. I want to be able to make a number of decisions that affect the guild im running. Like, Guild Architecture. (Guild Halls, Buildings ect)
But then again. Thats just me.
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louise fortin
 
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Post » Tue Mar 29, 2011 11:09 pm

I wish the Arcane University would have been cooler. The idea of a gated university with the greatest minds of the reigon in one area seems awesome. I hope they expand the rewards of things like the university and being a listener.

I feel like you should be able to command people with all the respect you have in that guild.


Same. In OB it's like after all your hard work of saving the guild ect... No one knows you except those few who say "Im honered" or "Your grace" But pfft! They ain't gonna do anything else.
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Kellymarie Heppell
 
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Post » Wed Mar 30, 2011 3:38 am

They could just revert to not allowing the player character to be the head of any faction... as in Daggerfall.
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Sakura Haruno
 
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Post » Tue Mar 29, 2011 11:06 pm

They could just revert to not allowing the player character to be the head of any faction... as in Daggerfall.


I would cry
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SamanthaLove
 
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Post » Tue Mar 29, 2011 11:37 pm

Another thing I just thought of, is there was talk about how the economy works in skyrim...what about within guild economy? You could have your guild focus more on getting recruits (you get more people and more in guild fees but the people in your guild are not as good at their job) or you could set up stricter recruitment tests (lower income but expert guildies.

I would also like to see people trying to get your position. Like as a Listener if you don't get hits often enough then people start getting irritated with you and either A. try to do your job for you and get your position or B. just outright try to kill their way into your position. I disliked in previous games how once you were Arch Mage, that was it. Everyone accepted it and it was set in stone...no trials to keep you interested in the guild movements...
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e.Double
 
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Post » Wed Mar 30, 2011 10:54 am

I would cry

It solves the problem of having a powerless leader in control of any single faction... let alone multiple factions.
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Kelvin
 
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Post » Wed Mar 30, 2011 1:41 pm

They could just revert to not allowing the player character to be the head of any faction... as in Daggerfall.

I didn't play Daggerfall. What were the guilds like in that game?
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JLG
 
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Post » Wed Mar 30, 2011 1:43 pm

Another thing I just thought of, is there was talk about how the economy works in skyrim...what about within guild economy? You could have your guild focus more on getting recruits (you get more people and more in guild fees but the people in your guild are not as good at their job) or you could set up stricter recruitment tests (lower income but expert guildies.

I would also like to see people trying to get your position. Like as a Listener if you don't get hits often enough then people start getting irritated with you and either A. try to do your job for you and get your position or B. just outright try to kill their way into your position. I disliked in previous games how once you were Arch Mage, that was it. Everyone accepted it and it was set in stone...no trials to keep you interested in the guild movements...


^This.
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OnlyDumazzapplyhere
 
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Post » Wed Mar 30, 2011 8:22 am

I don't think you should be able to become the leader of any guilds. Prime agent and favourite of the leader, sure, but not the leader. Seems so stupid that I can be the leader of something and not have any leadership powers/management duties but at the same time if I did have those it would be a hassle and veer to far from the path of what TES is about (Open world adventuring) and the fact that you'd get free access to tons of stuff and people means you wouldn't have to adventure to find that stuff either.
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Lucie H
 
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Post » Wed Mar 30, 2011 3:22 am

I didn't play Daggerfall. What were the guilds like in that game?

They were more like actual factions. There were no plots or questlines, just quests... infinite, randomly-generated quests. Those did indeed get boring, but that's why I would like to propose that Skyrim, with its own form of random quests (radiant story), combine hand-crafted plotlines and infinite quests for guild work. In Daggerfall, performance actually made a dent on one's ranking within a guild/other faction. The player character would have a reputation with each faction and reputation points were gained for successfully completing a quest while a lesser amount of points were taken away for failing. The player character had, in order to be promoted, to have a high enough reputation, high enough specific skills (there was flexibility here), and they had to have not been promoted in the past in-game month (they passed by quickly in Daggerfall).

I believe the player character can also be stripped of a rank if they show lackluster performance (based on reputation), but I'm not entirely sure on that one (never happened to me). The player character could never rise entirely to the top of a faction, although they could be of considerably high rank, and the factions always felt like actual, large, powerful factions rather than little clubs that could just be taken control of. With higher ranks came more privelages and some nice rewards. There was always more work to do with randomly-generated quests. Again, they did indeed get repetitive, but combined with plots, I feel as though they could assist in keeping factions feeling like factions. What kind of Fighter's Guild permanently runs out of work for its members, for example?
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Angus Poole
 
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Post » Wed Mar 30, 2011 12:48 pm

I'd rather not be able to become leader. Unless they gave you some actual management responsibility that had a good amount of depth, but that seems really unlikely.

I do think there should be some perks to being a high ranking member of a guild (or leader since it'll most likely be implemented). Like the ability to use faction resources to assist me during the main quest, as well as some others (that run parallel to faction policies). Like if I was high up in a thief/assassin faction, I should be able to plant agents who can provide specifics about my upcoming quest, allowing me to be better prepared. Or if I'm high up in a fighter/mage faction I could bring along some reinforcements.
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Amy Gibson
 
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Post » Wed Mar 30, 2011 9:03 am

They were more like actual factions. There were no plots or questlines, just quests... infinite, randomly-generated quests. Those did indeed get boring, but that's why I would like to propose that Skyrim, with its own form of random quests (radiant story), combine hand-crafted plotlines and infinite quests for guild work. In Daggerfall, performance actually made a dent on one's ranking within a guild/other faction. The player character would have a reputation with each faction and reputation points were gained for successfully completing a quest while a lesser amount of points were taken away for failing. The player character had, in order to be promoted, to have a high enough reputation, high enough specific skills (there was flexibility here), and they had to have not been promoted in the past in-game month (they passed by quickly in Daggerfall).

I believe the player character can also be stripped of a rank if they show lackluster performance (based on reputation), but I'm not entirely sure on that one (never happened to me). The player character could never rise entirely to the top of a faction, although they could be of considerably high rank, and the factions always felt like actual, large, powerful factions rather than little clubs that could just be taken control of. With higher ranks came more privelages and some nice rewards. There was always more work to do with randomly-generated quests. Again, they did indeed get repetitive, but combined with plots, I feel as though they could assist in keeping factions feeling like factions. What kind of Fighter's Guild permanently runs out of work for its members, for example?

Ahhh, I see. Thank you for the info.
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Anthony Rand
 
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