Requirements for guild leadership

Post » Wed Dec 14, 2011 7:40 am

Yes to all of these + 10.

And if any of these require me to lighten my rather full coffers all the better.

It wasn't an especially long quest (relatively) and it didn't require too much player input but I enjoyed the Wizard Stronghold quest in Baldur's Gate II. The Wizard police let you keep it and dump a bunch of apprentices on you whose training you are to oversee. It mainly involves you setting them various crafting tasks of various levels of risk. When graduation eventually rolls round you may have all your mages go into the world, or only one or two. Or you might have none (it was possible, depending on how hard you pushed them, to have had them all die in magical experiments - always made me a bit sad to return from questing to learn one had blown themselves up trying to forge a magical ring or something).

Fun times.


It'd be great to actually set up a separate sub-school for each magic skill. There could be a bunch of mages dedicated to Alteration, a bunch dedicated to Destruction and so on.

And as Guildmaster it should be possible to have substantially more companions at one time, as long as they're all from the same guild. In the same way that you can do missions...
Spoiler
...with the Blades.

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sam smith
 
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Post » Wed Dec 14, 2011 6:34 pm

- You are not skilled enough to have a promotion!
- Give me a minute.
*Steps to the side, spends five days casting fireballs at the conjured familiar*
- What about now?
- Here is your promotion.

- You fail an exam
- Give me a minute
*Steps to the side, spends a month revising"
- Sits a resit
- Passes


Yes, that's how it works.

I don't get what people have against this, it worked perfectly in Morrowind. Yes, yes, you can cry to me about how we need "Freedom" and what-not. Freedom is no fun without its limits and pushing said limits through practice.
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Brentleah Jeffs
 
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Post » Wed Dec 14, 2011 9:45 am

You know... you can set what ever level requirements you want to. It's up to you. You can hold off on completing the last quest until you feel you're ready. Quit making the excuse that the game isn't what you want when you can make this game act the way you want it to.
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Marine Arrègle
 
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Post » Wed Dec 14, 2011 8:23 pm

I've played Morrowind, Oblivion, and Skyrim. Morrowind and Oblivion I really played into the ground, now that I'm older and have a job/wife/responsibilities it's going to take longer to do that with Skyrim. So the only faction I've finished is the Mage's College, I'll have to assume the other ones are more or less like that.

Morrowind's faction system was far, far superior to Oblivion and Skyrim. Oblivion was a step down, and it looks like Skyrim is another step down from there.

It seems that as graphics and game mechanics are getting better, content is suffering.

Edit: grammar
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Jeremy Kenney
 
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Post » Wed Dec 14, 2011 6:06 pm

I've played Morrowind, Oblivion, and Skyrim. Morrowind and Oblivion I really played into the ground, now that I'm older and have a job/wife/responsibilities it's going to take longer to do that with Skyrim. So the only faction I've finished is the Mage's College, I'll have to assume the other ones are more or less like that.

Morrowind's faction system was far, far superior to Oblivion and Skyrim. Oblivion was a step down, and it looks like Skyrim is another step down from there.

It seems that as graphics and game mechanics are getting better, content is suffering.

Edit: grammar


I must admit, I'm generally a pretty staunch supporter of Bethesda and I think Skyrim is a monumentally good game, but I can't fathom why they skimped so much on guild content. This, and Destruction's underpoweredness (totally not a word) are my main gripes with what is otherwise a brilliant gaming experience.
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Beth Belcher
 
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