REWARDS

Post » Sat Feb 19, 2011 5:55 am

Anyone remember the gray fox ? if so you remember that sick cowl gray fox gives you at the end of the thief quests.being able to put the cowl on and kill anyone as the gray fox take the cowl off and have no bounty on your head was a sweet deal.Hope we get somthing like the gray fox cowl in skyrim..What rewards would you guys like to see in skyrim old or new would love to know?
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Hayley O'Gara
 
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Post » Sat Feb 19, 2011 12:11 am

Edit: Nvm, wrong topic lmao.

Uhm, so rewards... I'd like some quests done for the more wealthy NPCs to result in more than just gold. An expensive weapon that has been in the family with a unique story, one of the NPCs properties being granted to you, etc. I hope most quests give something more interesting than gold.
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Charlie Ramsden
 
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Post » Sat Feb 19, 2011 3:17 am

What? We need something other then the warm and fuzzy feeling and the knowledge that we have helped someone?
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Czar Kahchi
 
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Post » Fri Feb 18, 2011 10:00 pm

Sad to say that the first thing that comes to mind is Metal Gear, took me a split second to recall back the thief,
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Robyn Lena
 
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Post » Sat Feb 19, 2011 8:50 am

Sad to say that the first thing that comes to mind is Metal Gear

Why is it sad to say that? Fox was awesome. A shame they totally ruined his voice in the Gamecube MGS1 remake.
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Emily Martell
 
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Post » Sat Feb 19, 2011 1:56 am

1) Feeling of accomplishment.
2) Value of loot.
3) Skill increases.

Why more?
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Javaun Thompson
 
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Post » Sat Feb 19, 2011 1:46 am

Gold?
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scorpion972
 
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Post » Sat Feb 19, 2011 7:49 am

Why is it sad to say that?


Because this is a TES forum? lol
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Jason Wolf
 
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Post » Sat Feb 19, 2011 11:14 am

My biggest concern if the npcs reward me with the gratitude I deserve. In Oblivion the woman who asked me to extract her husband from a dream gave me a "get out of my house" as soon as we closed the dialogue which sounded awkward.
I like being able to choose from a list of more rewards, especially if the quest giver is rich.
When people are desperate (wives kindnaped and stuff) they may become irrational in their gratitude (as in "look around my shop and take whatever you want" "erm... how about your daughter" "then get lost you criminal savior").
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Beth Belcher
 
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Post » Sat Feb 19, 2011 11:30 am

Significantly unique-not better- items. The Gray Foxs mask was a perfect example.
The benefit of becoming Archmage? A spell (a good one though), a room with an alchemical ingredient duplicating chest (for common ingredients), and a staff (no need to mention the crafting and enchanting, not too much of a benefit).
The benefit of becoming guildmaster for the Fighters Guild? Making a little bit of cash and getting some free items.
Assassins Guild? Actually, they have a bunch of nifty things on the way up. But nothing that great for becoming the Listener. Unless you consider 200 gold (once a week) a lot of money at that point.
Champion? Pretty sad. Once a week fights, up to about 1000 gold I think depending on what fight you pick.

Any other major guild-like quest line probably doesn't have anything significant to gain.

Yeah, more unique items would be greatly appreciated. If similar quest lines are going to be in Skyrims...

Thieves Guild: I don't know what could beat the Foxs mask.
Archmage: Mana regen rate increase or mana pool size increase (about 100 is fair for all that work) . Also, some nice robes. Maybe the stat bonuses could be on the robes, with spell reflect at a decent percent (70-90% should do).
Fighters Guild: Significant money gain. That and unique weaponry, nothing special comes to mind.
Assassins Guild: Something that lets you become completely chameleon at will (or on cool down) and silents your footsteps. That and some really nice way to poison your opponent through a spell or weapon.
Champion: A choice to join upcoming matches with other arena members (1 on 1 or maybe 2 on 2 and 3 on 3) and get some nice pay for it. Being the Champion and all should get you some decent cash.
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Alan Cutler
 
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Post » Fri Feb 18, 2011 11:45 pm

fame(adjusted to what kind of task you completed of course). nice items and gold. different types of privileges (key to a deserted mine, ability to do stuff you couldnt before etc)
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Courtney Foren
 
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Post » Sat Feb 19, 2011 8:48 am

Cake.
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Gavin Roberts
 
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Post » Fri Feb 18, 2011 8:27 pm

Agree with the reward thing. Want more uique stuff, but rather in the style of MW. In the MG/Temple you had to find a lot of artifacts for the guild and when you reached the highest rank you could ask the quest giver and they would give them to you. I really liked this system.
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Mr. Allen
 
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Post » Fri Feb 18, 2011 7:32 pm

Maybe just a bit of gold or gratitude for little things, but unique items for bigger tasks.
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Dalia
 
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Post » Fri Feb 18, 2011 9:12 pm

i wanna get a broom weapon from a quest
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Mashystar
 
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Post » Sat Feb 19, 2011 12:54 am

Fishy sticks!!
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Isabella X
 
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Post » Fri Feb 18, 2011 9:49 pm

It would be cool if you were a thief if your reward for a quest was that the guy would be your lawyer if you were ever caught, and argue you out of your sentence.
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Nick Swan
 
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Post » Sat Feb 19, 2011 4:04 am

A sense of accomplishment,

A pile of gold,

sixual gratification...only joking
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Jordan Moreno
 
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Post » Sat Feb 19, 2011 10:48 am

A sense of accomplishment,

A pile of gold,

sixual gratification...only joking
It was what the pile of gold was going to pay for anyway, might as well.
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Alexandra Louise Taylor
 
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Post » Sat Feb 19, 2011 12:50 am

It was what the pile of gold was going to pay for anyway, might as well.

It is so much better when you get it from thankful young women.
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Jesus Duran
 
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Post » Fri Feb 18, 2011 10:39 pm

From Lords and Nobles
-Gold
-A swift Horse
-Well Crafted Armour
-Their daughters hand. (in marriage or just her hand will be fine too... I'd keep it in my pouch and find "uses" for it. Mwwa hahaha!!)
-A high ranking Post in their retinue
-Some Property
-Partial protection from the law. E.g.: Save a count's life one day and he'll waive the murder charges laid against you later on.

Merchants
-An item from their store. E.g.: A smith gives you a nice sword/axe/hammer.
-Permanent Discounts.

Inns

-Stay for free
-All the booze you can drink whenever you stop by.

Peasants
-Whatever little they can afford.
-A family heirloom that probably means the world to them but is a worthless trinket I'd pawn for 30 gold.
-Their everlasting gratitude. (or until I hurt them enough to make them hate me)
-Their lives.

The Priesthood
-A self-righteous sermon about how serving them is serving the higher good.
-Demands for gold.
-Threats of being declared a heretic.
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Marta Wolko
 
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Post » Sat Feb 19, 2011 3:44 am

The problem as I see it with money is that in Oblivion, you had to pay with cash to raise your stat points. So now the designers have to go around afraid that if they give you too much money you'll super-enhance your character and become uber powerful way too early. Then they are afraid to ever give you any money for anything, and you can't EVER buy any armor, or magic items, or anything cool. You're always broke, and always waiting when the real money is going to come, but it doesn't. That's a mistake, but one that can be fixed easily enough. Don't make us spend money to buy skill points. Period. That's broken. Give us Skill Points for finishing quests and let us choose where to spend them at the trainers wherever we like. The money we earn can then go toward items. Stop making all the magic items so expensive also. For a simple ring of +5 Hitpoints it can cost 1500 Gold or more, but +5 HP is not very much and when we need it is 1st level, so why do we have to wait until 10th level to afford such a stupid item at that? And the things we want to buy at 10th level cost so much you can't afford those until you're 20th level. I never get to buy anything in these games, because I'm spending my money on spells and skill points. Spells should also be separated from the money system. If you do work for the Mages Guild, you get Spell Points, and you use those points to figure out what spells you want to buy. You can get a job (Using Radiant Story) from any mage in any town to earn spell points. You still can't buy spells you're too underskilled to know for your level, obviously.

When you take away all of the things you end up spending all of your money on in this game, such as those I just described, what's left is costume apparel and magic items. Now you might just begin to have the cash to buy such things for a change.

So I want the Rewards to be re-done so they make sense. Say you do a quest for a man whose brother is a mage, but you don't know that at the start. Once completed, he tells you yeah, his brother is a mage, too, and he's putting in a good word for you. When you return to the Mage's Guild, you have a letter waiting for you that says such and such man in our Guild said you helped him, so we award you 50 Spell Points to spend on spells. Now there's a Reward you can sink your teeth into, and it's not all about money.

In the current system, Bethesda focuses too much on money, and then never provides enough of it.

In World of Warcraft, you can often do things just to make money besides steal it from every house you walk into, an honest way to make some money, like crafting and selling your potions for real money. And you can go fishing and sell the gems you find that the fish have swallowed. You can mine dirt for gold or ore or minerals worth money. You can skin creatures for their fur and sell them. There is always a real job nearby to make money doing something. But in TES games, you only get money by stealing it from homes, or adventuring in the wild. In Nehrim, a Total Conversion Mod for Oblivion, they gave you the job of a Bounty Hunter tracking down enemy after enemy and after each one, your reward got more lucrative, and you could buy some cool stuff then. That Mod's designers were much more generous than Bethesda's designers seemed to be.

There are many roleplaying games out there like Dungeon Siege and Diablo that focus on all the stuff you can buy, and the addiction of shopping for cool items that do cool things and make you look a lot more cool. But in TES games, that has been severely lacking, and I think it's very important part of gaming because people who sit around playing RPG games are often not rich, and we enjoy having an outlet that makes us feel like we can go and buy stuff more often than in real life. Cause real life, at least for me, svcks most of the time, and I need this kind of escape.
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Bloomer
 
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Post » Sat Feb 19, 2011 7:12 am

Gold?

That's creative.
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NEGRO
 
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Post » Sat Feb 19, 2011 8:34 am

The problem as I see it with money is that in Oblivion, you had to pay with cash to raise your stat points. So now the designers have to go around afraid that if they give you too much money you'll super-enhance your character and become uber powerful way too early. Then they are afraid to ever give you any money for anything, and you can't EVER buy any armor, or magic items, or anything cool. You're always broke, and always waiting when the real money is going to come, but it doesn't. That's a mistake, but one that can be fixed easily enough. Don't make us spend money to buy skill points. Period. That's broken. Give us Skill Points for finishing quests and let us choose where to spend them at the trainers wherever we like. The money we earn can then go toward items. Stop making all the magic items so expensive also. For a simple ring of +5 Hitpoints it can cost 1500 Gold or more, but +5 HP is not very much and when we need it is 1st level, so why do we have to wait until 10th level to afford such a stupid item at that? And the things we want to buy at 10th level cost so much you can't afford those until you're 20th level. I never get to buy anything in these games, because I'm spending my money on spells and skill points. Spells should also be separated from the money system. If you do work for the Mages Guild, you get Spell Points, and you use those points to figure out what spells you want to buy. You can get a job (Using Radiant Story) from any mage in any town to earn spell points. You still can't buy spells you're too underskilled to know for your level, obviously.

When you take away all of the things you end up spending all of your money on in this game, such as those I just described, what's left is costume apparel and magic items. Now you might just begin to have the cash to buy such things for a change.

So I want the Rewards to be re-done so they make sense. Say you do a quest for a man whose brother is a mage, but you don't know that at the start. Once completed, he tells you yeah, his brother is a mage, too, and he's putting in a good word for you. When you return to the Mage's Guild, you have a letter waiting for you that says such and such man in our Guild said you helped him, so we award you 50 Spell Points to spend on spells. Now there's a Reward you can sink your teeth into, and it's not all about money.

In the current system, Bethesda focuses too much on money, and then never provides enough of it.

In World of Warcraft, you can often do things just to make money besides steal it from every house you walk into, an honest way to make some money, like crafting and selling your potions for real money. And you can go fishing and sell the gems you find that the fish have swallowed. You can mine dirt for gold or ore or minerals worth money. You can skin creatures for their fur and sell them. There is always a real job nearby to make money doing something. But in TES games, you only get money by stealing it from homes, or adventuring in the wild. In Nehrim, a Total Conversion Mod for Oblivion, they gave you the job of a Bounty Hunter tracking down enemy after enemy and after each one, your reward got more lucrative, and you could buy some cool stuff then. That Mod's designers were much more generous than Bethesda's designers seemed to be.

There are many roleplaying games out there like Dungeon Siege and Diablo that focus on all the stuff you can buy, and the addiction of shopping for cool items that do cool things and make you look a lot more cool. But in TES games, that has been severely lacking, and I think it's very important part of gaming because people who sit around playing RPG games are often not rich, and we enjoy having an outlet that makes us feel like we can go and buy stuff more often than in real life. Cause real life, at least for me, svcks most of the time, and I need this kind of escape.

I really like the idea of Spell Points. It gives a different satisfaction than simply just money rewards. Hope Bethesda notices this :)
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Andrew Lang
 
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Post » Fri Feb 18, 2011 10:58 pm

Depends on the quest itself. It's odd that anyone would give you a family heirloom of any kind unless you say, saved the life of their only child.

Overall, I think it should be gold, reputation, offering NPC assistance (I'll remember this, my friend!) or some other non-equipment perk. I'm hoping that part of the low-tech approach is also that equipment upgrades become fewer and farther between, as well as being less of an upgrade overall.
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Antonio Gigliotta
 
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