More Interesting Guilds

Post » Sun May 15, 2011 11:53 am

Whilst playing Oblivion you are given the option to join every guild and most of the guild you can complete in like a in-game week. I think they should give a time limit between guild quests instead of getting a quest as soon as you complete the previous one you did. Also in some quests you shouldn't be always on a one man mission against impossible odds, and it's hard to believe that people got to their ranks by doing what the main character did e.g. Killing like 20 ogres in a tiny cave.

Another point is none of the other Guild members are doing quests while you are even though they do sometimes mention to another NPC they did, and I think this should change in Skyrim. When you join a guild it should make you bound to that guild and you can't like join another guild at the same time.

Say your thoughts?
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Reven Lord
 
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Post » Sun May 15, 2011 4:56 pm

One guild at a time? HATE the idea. Despise it. Loath it. Its repugnant to me. Might as well transport me back to 1980 and force me to play a game like Gauntlet where I can only be either a Fighter, Mage, or Ranger. I'm also not a fan of arbitrary rest periods between quests.

That being said, I think the TES franchise could do with an overhaul of the Guild mechanic. If it were my game to design, I'd give Guild interaction a front row seat up there beside "main quest" in terms of primary reasons to play. Here's how I'd design it...

- Increase the number of guild/factions, but pick carefully which ones the character can "join" versus build esteem with. Further faction examples include Witch Covens (a la Daggerfall), Twin Lamps, setting specific religions, setting specific political factions, Beggar's Brotherhood, Imperial Civil Service, Merchants & Bankers, Bandits and Highwaymen, etc.

- Those guilds you can't "join" we'll call "factions". You can do quests for them, and get rewards, but you only gain "esteem", instead of rank.

- Build a matrix defining guild relationships with each other. Some are polar opposites (ie. Merchants vs. Bandits), where as some are only suspicious (fighters guild vs mages). Others are purely neutral toward each other (Mages and Imperial Civil Service). If you gain in esteem with one faction, you gain suspicion in enemy/suspicious guilds.

- Build enough suspicion in a guild/faction and you'll be kicked out, fined heavily, or be barred from further quests or guild services.

- Design quests to mitigate suspicion thus providing lore satisfying reasons to be in uncooperative guilds. Example: "bribe, coerce, or convince a local bureaucrat to legalize gambling halls... completion of which reduces suspicion and raises faction standing in both the Merchants Faction and the Thieves Guild since they'll share the new revenue stream".

- Introduce moral complexity by interaction with various factions. Example: Fighter's guild wants you to escort a local merchant to the next city - complete quest for raise in Fighter and Merchant faction ratings. Later, the fighter's guild offers a job to shake down a local merchant who's behind on gambling debts - complete for raise in fighter guild and thieves guild standing while losing esteem with the merchants.

- Create several repeatable quests per faction to keep the esteem/suspicion interplay alive (eg. delivery, collection, escort, convice/coerce/bribe, cave-clear, assassinate).

- Create multiple unique rewards per faction/guild including "perks", permanent buffs, skill increases, or unique items. Examples: "Dibs" (Beggar's Brotherhood) - player may rest in cities when out-of-sight of guards. "Imperial Imperative" (Imperial Civil Service) - player may borrow a 15% faster horse from the postmaster's office. "Blessing of the 9" (Imperial Cult) - player may use a Divine Intervention once a week that does not depend on Mysticism skill.
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saharen beauty
 
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Post » Sun May 15, 2011 9:35 am

Thungrim, you are a GENIUS
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Harry-James Payne
 
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Post » Sun May 15, 2011 4:23 pm

Thungrim, you are a GENIUS


Hah... only on Thursdays. Actually I owe the whole idea to simply playing Morrowind and Freelancer within hours of each other.
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Kit Marsden
 
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Post » Sun May 15, 2011 10:15 pm

Thungrim, those suggestions are brilliant. I really like the idea of having 'esteem' and different standings with the guilds.

As for me, well I'd just like to see more guilds. Oblivion mentioned the Nine all the time but you couldn't actually join the church, which I thought was a little odd.
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Josephine Gowing
 
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Post » Sun May 15, 2011 8:24 pm

Thungrims ideas are great. Maybe a little too much to focus on for the devs, but it sounds like a really cool, ambitious mod idea. I really like the idea of repeatable quests for each guild, not only for the esteem for being in competing guilds, but also just to stretch out the guild questlines (eg you have to have a certain amount of respect in a guild to do certain more important missions, and sometimes this might require doing a bunch of odd jobs first to gain trust).
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Charleigh Anderson
 
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Post » Sun May 15, 2011 12:24 pm

Thungrims ideas are great. Maybe a little too much to focus on for the devs, but it sounds like a really cool, ambitious mod idea. I really like the idea of repeatable quests for each guild, not only for the esteem for being in competing guilds, but also just to stretch out the guild questlines (eg you have to have a certain amount of respect in a guild to do certain more important missions, and sometimes this might require doing a bunch of odd jobs first to gain trust).


Exactly! That reminds me of something my dad always said when I'd come home from my first job complaining about petty drama: "You have to pay your dues, son".
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suniti
 
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Post » Sun May 15, 2011 8:09 am

I was also thinking that they should add a Vampire or a Werewolf guild where you have to infect other people then they can join the guild.

And another thing is in Oblivion, the fighters guild use weapons and armour, in the assassins guild you assassinate people, in the thieves guild you steal stuff. However in the mages guild only on one of the mission are you forced to use spells on the pillar in some ruins as for the rest on the missions they allow you to use swords and stuff
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Laura Elizabeth
 
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