We need more guilds!

Post » Mon May 03, 2010 4:34 pm

My current computer (laptop) most likely can't run Skyrim so why I am bothering with it :wink_smile:

Anyway about the Guild system I most admit that is one of the pro things of Morrowind, they did it better than in Oblivion, in both regards I love both games, but the guild system in The Elder Scrolls IV: Oblivion is the greatest game in the history of the universe. ... Or rather you need to improvish a bit ...

Since Skyrim so far I heard is a 'civil war' it would be logicial there are some kind of houses like in Morrowind wich you can join, if you join one of this factions the other faction should atleast be unfriendly toward you ...

I also loved the recruiment system in Morrowind ... You needed to work on you stats before you could level up in a guild, not to mention the war between guilds ...

But that is me and most likely I can't play Skyrim ...
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Damien Mulvenna
 
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Post » Tue May 04, 2010 4:32 am

Yes. I think Ive proposed before that every guild should have a counter-guild, an antithesis so to speak, of which you can only join one or the other on a single charter. The main story of the each guild could also concern its counter guild to some degree, and it would give you atleast two unique playtroughs, if not more, and lots more guilds to boot.
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:)Colleenn
 
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Post » Mon May 03, 2010 10:45 pm

not to mention it is pretty strange they let my assassin so easy into the mages guild for that matter or doin' the knights of the nine quest line, but on that .... I redeemed my Assassin ...
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Flesh Tunnel
 
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Post » Mon May 03, 2010 11:44 pm

From What I Remember In Oblivion There were 4 guilds, 1 city faction (5 major factions) and 9 minor factions.

Guilds:
Mages Guild
Fighters Guild
Thieves Guild
Dark Brotherhood

"City" faction:
Arena

Minor Factions/Guilds (These have 1 or couple of ranks):
Blackwood Company
The Blades
Knights Of The Nine (KoTN DLC)
Knights Of The Thorn
Knights Of The White Stallion
Mythic Dawn (Yes, you CAN join it)
Nine Divines (KoTN DLC)
Order Of The Dragon
The Order Of The Virtuous Blood

And Shivering Isles Brings in One Major Faction (Guild):
Court Of Madness

Totally 12 Factions No DLC or SI. 14 Factions w/ KoTN. 13 Factions with SI and without KoTN. 15 factions total.
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Melissa De Thomasis
 
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Post » Tue May 04, 2010 6:54 am

From What I Remember In Oblivion There were 4 guilds, 1 city faction (5 major factions) and 9 minor factions.

Guilds:
Mages Guild
Fighters Guild
Thieves Guild
Dark Brotherhood

"City" faction:
Arena

Minor Factions/Guilds (These have 1 or couple of ranks):
Blackwood Company
The Blades
Knights Of The Nine (KoTN DLC)
Knights Of The Thorn
Knights Of The White Stallion
Mythic Dawn (Yes, you CAN join it)
Nine Divines (KoTN DLC)
Order Of The Dragon
The Order Of The Virtuous Blood

And Shivering Isles Brings in One Major Faction (Guild):
Court Of Madness

Totally 12 Factions No DLC or SI. 14 Factions w/ KoTN. 13 Factions with SI and without KoTN. 15 factions total.


Interesting order of the dragon, I don't know about that one ...
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Lily Evans
 
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Post » Mon May 03, 2010 6:47 pm

Interesting order of the dragon, I don't know about that one ...

You auto join it when you end the main quest. The Champion Of Cyrodiil = Rank of that guild
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Sarah Edmunds
 
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Post » Mon May 03, 2010 8:10 pm

You auto join it when you end the main quest. The Champion Of Cyrodiil = Rank of that guild


Ooh okay, thanks for clearing up :celebration:
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Emily Martell
 
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Post » Tue May 04, 2010 2:12 am

I certainly loved Oblivion but it was greatly lacking in the faction department, especially since to me the wonderful joy of Morrowind was having the extra factions to join. If you wanted to play a straight combat/stealth/magic character there were at least three factions for you to be involved in. A guild, a vampire clan and a great house. Creating a lot more for you to do and explore, pulling you ever more into the game. Not to mention other factions like the imperial guard or temple quests.
Then Oblivion cut it back greatly, less factions and less towns, which to me made the world pop less.

And now in Skyrim I know they're cutting back on cities and probably settlements. So I can only imagine factions will suffer more and more. Especially since I figure the game designers will focus more on making the dragons awesome and part of the story, and they'll probably see that as a bigger focus then making sure we have a new merchants guild or hunters guild. I hope I'm wrong because Nords and their Civil War could lead to some great story points.
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Robert Devlin
 
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Post » Mon May 03, 2010 7:42 pm

hunters Guild vs PETA


So people who kill animals vs people who kill animals?Lol

We do need more guilds though.

Morrowind had

1.Fighters
2.Mages
3.Thieves
4.Morag Tong
5.East Empire company
6.Tribunal Temple
7.Imperial Cult
8.Imperial Legion(Really missed this guys in Oblivion.Maybe we'll have another soldier faction this time around)

Vampire clans
9.Berne
10.Quarra
11.Aundae

Great Houses
12.Hlaalu
13.Telvanni
14.Redoran

Main Quest
Blades
Ashlanders

I don't really count these last two because they're not factions like the others.Their missions are the main quest's missions.
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Angelina Mayo
 
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Post » Tue May 04, 2010 1:09 am

A good stealthy character? I suppose you could join a guild like the morag tong, but I can't think of anything else.
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Robyn Howlett
 
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Post » Tue May 04, 2010 1:22 am

I never thought of the Thief guild as bad or evil, hell even the dark brotherhood killed bad people most of time iirc.
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Sarah Kim
 
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Post » Tue May 04, 2010 4:09 am

I would love for them to go back to Morrowind's amount of guilds, more then twice the amount of Oblivion and all of them were three times as long as an Oblivion guild (and then there are still those who wonder why we love Morrowind so much...).

But I can understand that quality has increased at the expense of quantity. When games were 2D RPGs usually were 100+ hours, early 3D games were already shorter and around 2001 when Morrowind was released its size and duration were considered exceptional. But Morrowind also lacked quality in terms of gameplay and graphics. Clipping issues, low rez textures, little voicec content, weak combat system, many invironment glitches (incl. gamebreaking ones), etc all ment they could pump out a lot of content in a shorter amount of time. You could easily make a new set of armor or add some unique buildings. And quests were easy as well, they were textbased so there was no animation for the conversations and you didnt need voice actors for them.

So I can understand that Skyrim will feature less guilds. But I hope that there were will more to them. For example if I reach a high level within the mage faction then some other high member should talk to me about accepting necromancy. If I accept, we (in secret) make progress towards that goal then I should end up facing the guild master with my fellow necromancers. We should then kill all those who stand against us. Then when I'm guild master I can allow necromancy and the guild will have a different culture to it. This way you can have a guild fitting to different characters without having to pump out a lot of content that will take years to make.

I also hope that after we've become a high member that we also get responmsibilities and abilities fitting to out station. That way there can be some small things that can be enjoyed when already having completed a guild.

bgs hasnt confirmed all of the skyrim factions yet, once we have news that their all confirmed, you might be satisfied :)
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Sakura Haruno
 
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Post » Mon May 03, 2010 4:21 pm

What I wonder is why "I want to play a stealth character" means "I have to join Thieves Guild & Dark Brotherhood"?





(The thing that bugs me about Guilds in Oblivion is how easy it is to become guildmaster. Or even that you can. Becoming Master of a Guild should take decades of experience, along with absolute mastery of the skills the guild focuses on. Not something you can do as a player character. Sure, let the player gain some rank, or even gain a special position as an aide to the Master. But becoming the leader of a Guild is pretty silly.)

I agree. It's pretty ridiculous when you can become the Guild Master of the Thieves' Guild, Fighter's Guild, and Mage's Guild, AND a higher up in the Dark Brotherhood all in less than a year.
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Krystina Proietti
 
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Post » Tue May 04, 2010 7:03 am

I'd be happy if they kept the current guilds but make the stories in each 15+ hours long
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Rach B
 
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Post » Mon May 03, 2010 9:46 pm

The thing that bothered me about the guilds in Oblivion was that they never really interacted...like at all, and your actions for the guild never really changed anything; I mean sure you got some cool weapons, armor, and spells...and if you were lucky maybe you'd hear a rumor about what you did, but to me it always felt like when I started the guild quests I wasn't really interacting with Tamriel, that my actions didn't really mean anything or change my surroundings (the obvious exception being the main quest, but even that...)

But regardless of how much we gripe about the Oblivion factions, it still is the greatest game of all time, I'm just hoping Skyrim can hope to surpass it.
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Adam Kriner
 
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Post » Tue May 04, 2010 5:37 am

Snip OP


I had this same idea a while back when Skyrim was still a rumor. It'd be nice to space guilds along both character archetypes as well as morality. Though I would argue that the Thieve's Guild is a morally good group, despite the fact that they operate under the law. They work in a very Robin Hood-ish style, helping the needy and all that, and many people see this as a noble act of charity. At the very least, the Thieves are in a gray zone, but that is still a worthy enough alternative to the Dark Brotherhood in my book.

To add to this point, I would also like to see some guilds that don't really have any moral point but act in competition to one another, like the great houses in Morrowind (Oh no, I've actually made a Morrowind was better post - I hate myself now) or possibly just some organizations with unclear morals.

And as I was writing this response, I had an outstanding idea.

Imagine a player joins a guild that seems like a neutral organization. You work your way up the ladder a good amount, and you're somewhat enmeshed in their operations. Along your operations, you are constantly harassed by a group that seems aggressive and bad, and you defeat them at several occasions. But, at some point during your duties, you discover that this guild is not what it says it is. They are actually very evil, and the other group that has been bothering you is actually a group that has discovered the truth and targeted by the guild for it. Do you continue working for this evil organization, or do you leave them and take up the fight against them? Maybe even just walk away and move on with your life. Will both groups hate you for it? Require the player to join one guild if they wish to join another. Force the player to make a hard moral decision.
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Josh Trembly
 
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Post » Mon May 03, 2010 8:47 pm

If it were my game to design I'd completely rework the guild/faction system in the following manner

1) Increase the number of factions (examples below)
- Political & Religious factions suitable to the setting (like Morrowind's Great Houses)
- Merchants and / or Bankers guild
- Bandits and Highwaymen
- Craftsman's Guild
- Pauper's Guild (aka The Order of the Hobo)
- Witch Covens
- Imperial Civil Service

2) Add a reputation mechanic in place of "rank"
- All factions will have a reputation meter. While you can "join" and gain "rank" in some factions, others won't be "joinable"... you'll just be able to gain reputation with them.

3) Make reputation gain slow moving
- So that (4) makes more sense. :)

4) Add semi-random repeatable quests (in addition to normal quest content)
- Repeatable content gives you something objective based to do when other quest lines are completed.
- Example 1: Mercantile Guild needs to transport some goods to another city. Meet the caravan outside city walls and escort them to location XYZ. Random bandit encounters along the way leveled according to value of the caravan. Alternatively, you can raid the caravan on behalf of the Bandits faction
- Example 2: The Mages Guild (or whatever it is now) is always in need of alchemical ingredients. You can keep doing fetch quests to gain reputation with the occasional superior potion as reward.
- Example 3: The Fighters Guild (or equivalent) has been contracted to escort a wealthy merchant to ___. Complete the escort for increased reputation with Fighter's Guild AND Mercantile Guild.
- Example 4: (anolog to 3) Fighter's Guild has been contracted to shake down a wealthy merchant for some gambling debts. Get the money for an increase in reputation with Fighters Guild AND Theives Guild (or whoever controls gambling) but decrease with the Mercantile Guild.

5) Create a matrix of guild relationships whereby progression in one creates anti-reputation in another
- Some guilds would be polar opposites (Mercantile vs Bandits)
- Some guilds would be naturally suspicious (Fighters vs. Mages)
- Some guilds would have no relationship linkage (Fighters & Imperial Civil Service)
- Advancing in a guild would increase "anti-reputation" in polar opposite guilds, and also suspicious guilds (but to a lesser extent).
- Gaining too much anti-reputation may get you thrown out of a guild.

6) Build quests to reduce anti-reputation
- In cases of guilds that are not polar opposites, build quests into the game that give lore satisfying reasons why you advance in both
- Example: Mercantile and Thieves guilds are naturally suspicious. If you advance far enough in each you open up quests to broker an agreement between the two. Perhaps bribing local nobility to legalize gambling and bring it out of the underground. Thieves and Merchant guilds would corner the market on the gambling and run it as a joint venture.

7) Add unique rewards / perks to the progression
- Not just material rewards, but perks such as vendor discounts, body guard companions, permanent / semi-permanent buffs, etc.
- Example: Enough reputation with Imperial Civil Service grants you access to a mount that runs X% faster.
+10 internets to you sir!! :celebration:
This is actually a really good system you've got going here :foodndrink:
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Phoenix Draven
 
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