How do you want the thieves guild to operate in game?

Post » Sat Mar 08, 2014 10:10 pm

How do you want the thieves guild to operate in game?

Hello everyone.

For those who are not aware of this, the thieves guild is currently not in the game, and will apparently be placed in as additional content at a later stage. (Hopefully sooner rather than later).

So brings the question, at the top of the page.

  • What functions would you like to see in the guild? (Here’s your new skill at picking peoples pockets)
  • What quest lines would you like to see in the guild? (Go steal this item, don’t get caught)
  • What benefits would you like to see, from joining them? (Here is your new guild armour, enjoy)

I have given very brief and simplistic examples.

But the thieves guild and the Dark Brotherhood will focus very strongly on my nightblade character. So I want to start a debate, if one has not already been done, and get some feelers going to see what other likeminded player would want to see in this guild.

Poisons.

  • There is another thread running over the debate over poisons not being in the alchemy tree, at the moment, but will be introduced at a later stage. After carefully thinking about the poison issue I could see that this guild is the place that could expand and introduce the idea of poison for players. Through completing quest lines and interacting with fellow thieves guild members.

Picking pockets.

  • I would love to see this in game as an additional skill set for those who join the guild, but how do you think it should operate. Should we be allowed to pick the pockets of enemy players in the RvRvR, should we be allowed to pick pockets of merchants, or steal from locked boxes that seem to be un-interact able with, or fix the numbers of the accounts belonging to merchants that don’t pay up?

Picking locks.

  • We already have this ability for everyone at the moment, but how about the idea of having a passive skill that as you increase in the guild ranks, you can pick locks with greater speed or have less difficult locks as a perk for being a member of the guild?

Whats your thoughts?

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leigh stewart
 
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Post » Sun Mar 09, 2014 5:23 am

I had the idea for Thieves Guild that picking pockets could be repeatable quests picked up in various town areas where the guild is located, they just send us out to pick pockets of certain named npcs, and when we've done that we go back to the quest giver and hand the quest in, getting rewarded then.

Dark Brotherhood kill quests could work similarly.

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GPMG
 
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Post » Sun Mar 09, 2014 8:08 am

It sounds neat, I just keep running up against the 5 button issue though. Do you *really* want to have to keep messing around with menus to pick a persons pocket or whatever neat skill abilities are given?

And if no new abilities are given, just perhaps passive buffs, would you really still care about that guild? Or would it just be an item to check off on your quest to become more powerful?

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sharon
 
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Post » Sun Mar 09, 2014 3:39 am

Isn't that the epitome of tired "Hey, go talk to that guy and come back to me" quests?

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Chris BEvan
 
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Post » Sun Mar 09, 2014 5:08 am

It is, but it bypasses all the balancing issues with infinite loot gained from pickpocketing at will, and bypasses all the QQ if you could pickpocket other players.

I expect there to be other quests as well. Just pickpocketing has to be controlled and that would be the easiest way to control it.

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Queen of Spades
 
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Post » Sun Mar 09, 2014 9:34 am

Although it doesn't exist in other TES games, climbing gear that allows thieves to scale walls would be interesting. There would have to be some way to balance it in Cyrodiil for the keep sieges, however. Perhaps outcroppings on the walls would make it impossible to reach the top in some places, or some form of wall upgrades from the mine could block climbers.

Also:

Setting and disarming traps would be ridiculously awesome. Imagine placing snares to halt progress of advancing enemies and jumping them from an ambush, placing flammable oil like in Skyrim, or even wires to trigger explosive alchemy brews near a door.

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lexy
 
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Post » Sun Mar 09, 2014 12:05 pm

Why do you have to pickpocket money? Just make it so when you pickpocket a target it gives you a trinket, dagger or something that is a quest item with 0 gold value that you turn in for the reward. Then you could make a quest to pickpocket enemy players like getting their insignia for a bigger reward

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Ellie English
 
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Post » Sun Mar 09, 2014 8:42 am

I think that would be even more boring and grindy (having to gather hundreds of trinkets to exchange for rewards) than going to pickpocket certain targets and stalking them.

I'd rather enjoy a short sweet hunt than grinding through a zillion random pockets.

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electro_fantics
 
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Post » Sun Mar 09, 2014 11:49 am

Quietly

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Lyd
 
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Post » Sun Mar 09, 2014 6:14 am

very nice. i didnt think of climbing walls in the RvRvR. that could make thieves a really valuable asset in battles if there were objectives to complete when inside enemy battlements.

the traps thing as well, you could help defend a capture point by lacing it with explosive traps. or snaring the ground behind a wall where the enemy is about to come in to slow them down.

very nice

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Saul C
 
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Post » Sun Mar 09, 2014 12:33 pm

Should the introduction to the Dark Brotherhood, be a culmination of working in the thieves guild and within a guild quest line, or should the Brotherhood be a stand alone organisation with absolutely no contact between the two?

I am asking this because of the Nightingale connection to the guild in Skyrim, and Delvin an thieves guild member who knew the leader of the Skyrim chapter of the assassins guild.

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Beat freak
 
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Post » Sun Mar 09, 2014 9:50 am

They're standalone guilds. It's like how Bob from the Mages guild knows Thelma from Fighters Guild, but they don't send you over with recommendation letters to each other.

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Rhysa Hughes
 
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Post » Sat Mar 08, 2014 11:09 pm

I think that these 2 guilds are going to some of the hardest concept to implement int the game. after all the thieves guild is about stealing, extortion and racketeering and the Brotherhood is simply cold blooded murder, but with principles. :)

I too would like to see something like the Black sacrament being performed by NPC's. and players.... :devil:

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Code Affinity
 
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Post » Sun Mar 09, 2014 11:10 am

i think it would be pretty okay to just have the guild operate similar to earlier games (only played skyrim, but i saw nothing wrong with that system-)

it would be pretty cool though, if you could get a mount from this, like with the dark brotherhood, but since it's the thieve's guild, maybe something richly adorned since you're doing well to bring around the wealth, and thus should have a posh horse as a reward? but i dunno- just thoughts,

maybe go and steal things from temples and so on,

if you are killed during the mission, if you've gotten the item you're supposed to, it could count as a mission fail,

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WYatt REed
 
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Post » Sun Mar 09, 2014 12:58 am

I'm sure whatever gameplay mechanics they settle on will be fine. I'm more concerned with the atmosphere of the guild. I'd prefer Morrowind's Gentlemen Jim Stacey to whatever the hell is going on in Skyrim's Riften.

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ONLY ME!!!!
 
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Post » Sun Mar 09, 2014 2:52 am

how could the Thieve's guild take pride in their work and their name, if they are always to be the "first stage" of the assassin's guild?

nope-nay to that idea, thieves should stand on equal ground to the assassins, -since their work needs fine touches as well

as for the poison idea mentioned by OP- it seems bad if it's a poison that kills someone; thieves leave their targets alive, to be able to steal from them again some other time, (is my thoughts)

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Nauty
 
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Post » Sun Mar 09, 2014 4:46 am

it would be interesting with a branch-network, where there are lower and higher tiers of the guild; the more rough ones like in skyrim, and the more refined thief who targets high-stake items from places with tighter security and such

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ruCkii
 
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