Oblivion Mages Guild too long

Post » Fri Jul 30, 2010 10:14 pm

I found it annoying after my second run through of it, but not because of the idea itself, but because of the annoying tasks that they make you do. I'd enjoy these quests more if most of them weren't just about going into dungeons and killing things. And the rest were just fetch quests.

I'd prefer more problem solving myself. It's a guild of mages, designed to strengthen the mind. When joining this guild, you would assume one knows very little magic (because the guild is the place to come learn, not flaunt what you already know). So I'd test the minds of initiates before sending them to remote caves to kill zombies, because they wouldn't know many offensive spells yet. They'd just use a sword or something, and that defeats the purpose.
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Killer McCracken
 
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Post » Sat Jul 31, 2010 10:16 am

I just think the guilds need to be redone as a whole.
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sas
 
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Post » Sat Jul 31, 2010 3:30 am

No, you should have to put in some effort in order to join a guild. I personally thought they should have done the same thing with the Fighter's Guild. And once you're in the guild, it should take time and effort to climb the ranks.
:thumbsup:
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Nathan Risch
 
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Post » Sat Jul 31, 2010 2:27 am

Guilds need odd jobs, kinda like the bounty things in BoarderLands. Walk up to a board, take a piece of paper with a quest on it, go do said odd job, get signature from person who wanted job done, and then turn paper into to guild to get paid.

Then as you build up a rep in the guild, they may ask you to do a special job...one that ties to that guilds main quest.

Then based on your rep in the guild, you get a nice promotion. With that comes harder odd jobs, but better pay.

Not to mention have other guild members do more than just stand there. Have people coming in and out, make it look like you're not the only one in the guild doing something.

And no stat skill checks. If they want us to have a 25 in destruction, don't just have the computer look to see if the pc has that skill high enough. Give the pc a spell that requires the pc to have a 25 of destruction and have them use it for one thing or another before the rank up. And besides, once you're in a guild, they shouldn't care how you get the jobs done. Sure, when you join they should probably care, but once you're in as long as you're useful and bringing home the gold the guild would not care, exept for the highest ranks.
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Stephanie Kemp
 
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Post » Sat Jul 31, 2010 6:34 am

Frankly, I wasn't even sure what the Mage's Guild was. Is it just a group of elitist wizards? Is it a school for teaching others how to use magic? Is it just another bunch of fanatics? Because for a place called "The Arcane University," I sure didn't learn a lot there.
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Nana Samboy
 
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Post » Sat Jul 31, 2010 7:00 am

First off, it was a pain, and second, you really didn't get that many benefits from being in the mages guild. Sure, you get the only source of enchanting in the game, but too bad enchanting was relatively weak in Oblivion. The exclusive spells weren't even very powerful or useful.

No offense, but enchanting was fairly close to morrowind, you just didn't abuse it enough.
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Stace
 
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Post » Sat Jul 31, 2010 3:15 am

Frankly, I wasn't even sure what the Mage's Guild was. Is it just a group of elitist wizards? Is it a school for teaching others how to use magic? Is it just another bunch of fanatics? Because for a place called "The Arcane University," I sure didn't learn a lot there.

You could learn stuff if you wanted. You just had to attend some of the open air lectures, plus they had plenty of books, though you could probably find most of thm elswhere.
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Guy Pearce
 
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Post » Sat Jul 31, 2010 2:59 am

Guilds need odd jobs, kinda like the bounty things in BoarderLands. Walk up to a board, take a piece of paper with a quest on it, go do said odd job, get signature from person who wanted job done, and then turn paper into to guild to get paid.

Then as you build up a rep in the guild, they may ask you to do a special job...one that ties to that guilds main quest.

Then based on your rep in the guild, you get a nice promotion. With that comes harder odd jobs, but better pay.

Not to mention have other guild members do more than just stand there. Have people coming in and out, make it look like you're not the only one in the guild doing something.

And no stat skill checks. If they want us to have a 25 in destruction, don't just have the computer look to see if the pc has that skill high enough. Give the pc a spell that requires the pc to have a 25 of destruction and have them use it for one thing or another before the rank up. And besides, once you're in a guild, they shouldn't care how you get the jobs done. Sure, when you join they should probably care, but once you're in as long as you're useful and bringing home the gold the guild would not care, exept for the highest ranks.

I agree that it shouldn't have stat checks, but still be mage oriented. Like if you want to complete it as a warrior you can, but it will be a hell of a lot harder and you may need to go find/bnuy scrolls for some things.

Nice idea with the jobs. I think that a good way to do it would be to have a "join the mages guild" quest that is difficult rather than just talking to someone. Then, you should have to complete a few "randomised" jobs, and then raise your rank to getting specialised jobs from the guild leaders, and keep going a bit like that until you get into whatever prestigious place they may have in Skyrim (if any).
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Philip Lyon
 
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Post » Sat Jul 31, 2010 5:48 am

I do agree that they are a pain, and that the Mages Guild benefits weren't all that great, but, it made sense, I wouldn't let anybody into my sanctum of arcane knowledge (arcane literally means "Known or understood by few") unless they proved there devotion, loyalty, and skill.
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Cameron Garrod
 
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Post » Sat Jul 31, 2010 2:51 am

There was something about it that seemed odd to me. It was like, you have to go get the recommendations to get into the guild. However, to get the recommendations, you already had to know magic. That means you had to study outside the guild before you could become a part of the guild. So then why join the guild?


You really didn't. You could become the Archmage without ever casting a single spell outside of that one quest with the Ayleid pillar.

But think of it this way: Before you can get into college, you have to prove that you're actually deserving of it. You don't get accepted if it's going to be a waste of the school's time.
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NO suckers In Here
 
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Post » Sat Jul 31, 2010 10:18 am

I think OB could've learned a lot from Daggerfall. To join, you don't have to do a quest, but you have to have magic-oriented skills at a certain level. However, joining doesn't grant you all the benefits of membership -- as you increase in rank, more services become available, such as more powerful trainers, spellmaking, custom enchantments, and so on.

I also think that some quests should be more magey. I mean, as a scholar of the schools of Magicka, I shouldn't feel like a mercenary. Stuff like tracking down rare books and artwork to contribute to a library or finding a rare creature for an artist to make a sculpture of would make more appropriate quests than killing people.
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Laura Richards
 
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Post » Sat Jul 31, 2010 2:36 am

I say no because I've created many characters that have gone through the Mages Guild quests, some finishing the entirety some not, but you actually felt like you had to work your way in unlike Fighters Guild where you just went "Hey can I be in the Fighters Guild?" and they were like "Okay... go do a first quest which had to do with rats." I'm not saying get rid of the rats quest, I liked that they kept that from Morrowind. Can't say if it was in Daggerfall or Arena, I barely played those, it's hard for me to go back and play those older games because they usually fix some of the broken mechanics I liked in newer games (of course not always true, just in general).
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Nick Pryce
 
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Post » Sat Jul 31, 2010 12:35 pm

I wouldn't mind them so much if I didn't have to stomach them with each and every freaking character.Honestly,I found it horribly stupid to have to do them for every single character just so I could enchant and make spells.
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Quick draw II
 
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Post » Sat Jul 31, 2010 2:44 pm

THE MAGE GUILD IT SHOULD BE MORE LIKE THE MORROWIND ONE OR SOMETHING.

WHATEVER MAGE GUILD EQUIVILANT IS, THAT SHOULD BE LIKE THAT MORROWIND MAGE GUILD. MAYBE THE TELVANNI TOO. THE TELVANNI ARE AWESOME.
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Rachel Briere
 
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Post » Sat Jul 31, 2010 8:29 am

I liked the Recommendation quests. It would be nice if they involved actual magic to complete.
The guilds need to actually use the skills the represent.
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Alkira rose Nankivell
 
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Post » Sat Jul 31, 2010 1:42 am

It was definitely too long for me as I beat the quest line only to find out I didn't get the Master-Wizard achievement which by the way still remains the only achievement I do not have on Oblivion because I do not want to replay it.
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Rudy Paint fingers
 
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Post » Sat Jul 31, 2010 10:31 am

You really didn't. You could become the Archmage without ever casting a single spell outside of that one quest with the Ayleid pillar.

But think of it this way: Before you can get into college, you have to prove that you're actually deserving of it. You don't get accepted if it's going to be a waste of the school's time.


Let me put it this way. You walk around the Arcane University and you see all these apprentices. By the time I got into the guild, it felt like there was no way I was still just an apprentice (as someone who was actually playing a mage character).
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A Lo RIkIton'ton
 
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Post » Sat Jul 31, 2010 9:24 am

The recommendations were rather tedious. I agree that there should have been more content after accessing the Arcane University and less before. They've hinted that Skyrim's guilds are going to be overhauled or at least much better, though, so let's just hope that's true.
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Scared humanity
 
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Post » Sat Jul 31, 2010 2:29 pm

The recommendations were too long relative to the entire chain. If there were 30 mage guild quests, that many recommendations would feel natural.
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krystal sowten
 
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Post » Sat Jul 31, 2010 12:18 am

it was a tad bit irritating but you wanna know what the real kick in the daddy bags was? YOU STILL HAD TO PAY GOLD TO ENCHANT ITEMS AND CREATE SPELLS!!! :banghead: :swear: :flame: :gun: :mad:
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Charlotte Henderson
 
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Post » Fri Jul 30, 2010 11:36 pm

I wasn't a Mage so I only did it to see what would happen in the guild. Honestly I didn't really care.
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amhain
 
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