Stop forcing me to join guilds! :(

Post » Tue Jun 12, 2012 12:28 pm

I totally agree with you! In my Khajiit assassin, which is my main playthrough, I promised myself to NEVER use magic. EVER! If you go to my stats, you can see that. There should be some kind of fix, but the con idea is also really good!
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Manuel rivera
 
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Post » Tue Jun 12, 2012 9:58 pm

Pretend you're infiltrating them... problem solved.

playing the game with my mind and no in-game functionality...problem remains unsolved.
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I love YOu
 
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Post » Tue Jun 12, 2012 10:22 pm

That is incorrect. You can complete the main quest without joining any guild.

how? unless you've done the quest before and you know where you're going.
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Niisha
 
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Post » Tue Jun 12, 2012 2:49 pm

how? unless you've done the quest before and you know where you're going.

You gotta go straight to the one mage guy for the Elder Scroll part. That is the only way to skip the College. That pretty much it. You do bump into Thieves Guild but don't have to join it.
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Kate Norris
 
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Post » Tue Jun 12, 2012 11:32 pm

lol, people complain about there being no consequences in the game, and then when there are some they go "OMG supposed to be open world!"

Reading through this thread, I was going to say the exact same thing!
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CHangohh BOyy
 
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Post » Tue Jun 12, 2012 2:20 pm

being forced to join a guild to complete the mq is not a consequence of any in-game action by the character.

unless, of course, somebody has found a way around it.

though, subsequent playthroughs doesn't let gamesas off the hook, for me.
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Big mike
 
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Post » Tue Jun 12, 2012 12:32 pm

No stone unturned is a miscellanious quest.
It is not involved in any guild, per se, and why initiation into the thieves guild is required baffles me.

I long to be able to drop quest items.
To be free of this hand-holding idiot-proofing that assumes Im a toddler that will rage because I cannot complete a quest because I dropped/ sold/ lost an item.

If you do that to the unique item with the unique model and the unique name then you deserve to be the unique dunce that doesnt get to do the quest.
This has nothing to do with good game design and all the more to do with good roleplaying.

By Julianos, even in old 80's cartoons there is always the slightly off-coloured bit in the background where you as viewer know the secret door will turn out to be.
What more clues do you need to think 'Hey, this might be important', apart from the unique name and model?

You say that until you're the dunce who sells or drops a quest item. Though I do find having 4 lb. items perpetually stuck in my inventory to be annoying, I can definitely see why Bethesda did it and actually appreciate it. If it wasn't there, you'd probably be complaining that it wasn't because you accidently sold or dropped an important quest item 33 levels ago and didn't want to go to your previous save (if you still had it) to rectify the problem. Seriously. Better to idiot proof than to have lost and irretrievable user data when a mistake is made.

The only suggestion that would have been a perfect balance would have been a user prompt that warned the user that it was a quest item, but still gave them a Yes/No option to rid themselves of it. That would idiot proof it while at the same time putting the burden totally on the idiot.
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MatthewJontully
 
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Post » Wed Jun 13, 2012 2:40 am

I totally agree with you! In my Khajiit assassin, which is my main playthrough, I promised myself to NEVER use magic. EVER! If you go to my stats, you can see that. There should be some kind of fix, but the con idea is also really good!
This may be true, and I hope you enjoy that character. However, if you promised that you would never use any sort of magic, how can your character (and thus, you) honestly expect to get into things that are sealed with magic?

This is my point. If people RP that they don't want to do something that involves them joining some guild, such as cast a spell, then you have to accept that there will be things that your character can't do.


You say that until you're the dunce who sells or drops a quest item. Though I do find having 4 lb. items perpetually stuck in my inventory to be annoying, I can definitely see why Bethesda did it and actually appreciate it. If it wasn't there, you'd probably be complaining that it wasn't because you accidently sold or dropped an important quest item 33 levels ago and didn't want to go to your previous save (if you still had it) to rectify the problem. Seriously. Better to idiot proof than to have lost and irretrievable user data when a mistake is made.

The only suggestion that would have been a perfect balance would have been a user prompt that warned the user that it was a quest item, but still gave them a Yes/No option to rid themselves of it. That would idiot proof it while at the same time putting the burden totally on the idiot.

Exactly. Problem is, this has been a suggestion since the moment they started using quest items way back in Oblivion. Day 1, hour 1 of the "Quest-Items-Glued-To-Face" era in the elder scrolls games saw suggestions of a simple warning being enough to protect the player. However, six years, one expansion pack, and one full new game engine later, they still glue the quest items to your face.

This is my problem with Bethesda. I love their games and I think they put a lot of good work into them. However, they do a lot of things that I hate, and sometimes things that even fly in the face of logic. They have a tendency to fix their problems chainsaw-style, and that bothers me a lot.
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Vahpie
 
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Post » Tue Jun 12, 2012 8:22 pm

Unless you know where the people are, you'll probably have to join the guilds in order to do the main quest the 1st time around. I know if I wouldn't have looked up where the one major item I had to look for was, I probably would've had to join the College Of Winterhold. I'd probably join that guild anyway due to all the shops but not everybody plays as a mage.
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zoe
 
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