» Fri Dec 16, 2011 12:14 am
I've only done the Thieves Guild plot (but not the special jobs to be guildmaster yet) so far so I will restrict my comments to that.
I thought overall it was a good story, with good rewards. I didn't find it short, because I don't start a questline then concentrate on it to the exclusion of all else and I don't use fast travel, so I'll complete whatever objective is in my journal when I am next in the area, as well as doing other things around that area. I think that's the way it's supposed to be experienced rather than "be given objective A, fast travel to town where A lives, speak to A/rob A/clear out dungeon A, fast travel back to questgiver for objective B, rinse and repeat".
I would have liked more of it to absolutely rely on stealth and thieving skills, rather than being dungeon clearing - the Goldenglow Estate quest was superb and I found it very challenging at a low level, managed to get through it without killing any of the guards and it was a real sense of achievement. The other quests though could be taken almost any way you like, and sneak/thieving skills were not really a prerequisite for getting through the questline.
I am currently working on the random quests to improve the guild and am starting to tire of them, I would have liked a bit more variety and diversity in the items to be stolen (I can't remember how many ornate drinking horns I have stolen but surely there can't be one left in the entire province by now!)
I don't object to random quest targets per se, but it could have been done better - rather than having a "sweep job" or a "fishing job" which are all essentially the same, have jobs where you have to get a particular item such as a special weapon from a particular person - sometimes they carry it on their person, at night it might be in a locked chest next to their bed, or they might leave it with a smith to have it repaired - this would require you to follow them around, learn their schedule, overhear conversations, and come up with a plan for stealing the item which would vary dependent upon your best skills - one thief might be able to pickpocket it from them, another might break into their house and crack a tough lock, another might be able to persuade the smith that they were picking it up to return it to the owner or threaten them into handing it over.
Outside of the Thieves Guild, I like the bounties and "find a place of power" and "retrieve a book" type quests that the radiant system provides - I wouldn't want an entire game to be based solely on that system, but they give me plenty of useful things to do in different parts of the map and often have me exploring new places, they make for good filler material and give my dungeon diving a purpose beyond just going in a dungeon to see what's in there.