TESV Ideas and Suggestions #130

Post » Fri May 27, 2011 3:05 am

Noble's Guild, political guild.

Adventurer's Guild: All around adventuring, for all adventurers, jack-of-all-trades, guild. Magic, Stealth, and Combat are all trained here!
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Claire Vaux
 
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Post » Thu May 26, 2011 11:56 pm

Adventurer's Guild: All around adventuring, for all adventurers, jack-of-all-trades, guild. Magic, Stealth, and Combat are all trained here!

I don't know, the whole premise of an adventurer's guild seems, to me, to be already filled by the Fighters' Guild (and note, the mercenary version of the FG, not the knights-in-shining-armor version of the FG). While the Fighters' Guild is quite biased towards combat-oriented characters in skill requirements for advancement, its whole basic premise is to serve as a for-hire institution for anyone's troubles or needs, which anyone can join who needs money. The Fighters' Guild is a mercenary organization for the public's problems that the guard can't or won't take care of.

Other than the lack of skill-requirement bias, how would an Adventurer's guild differentiate itself in terms of the service it offers to the world? Why would the Elder Council approve, divert funding for, and legitimize it right alongside the mercenary job-providing organization they already have? Now, an adventurer's faction, comparable to the Brotherhood mentioned in the Bruma quest involving Bradon Lirrian... I can see that working: a small group of individuals forming a band of adventurers who track down famed things, where the player, no matter what their skills, can potentially have a role to fill.
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Miragel Ginza
 
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Post » Fri May 27, 2011 12:25 am

They will be a private organization, of FG, TG, and MG rejects who hate three guilds and work relentlessly to bring them down and make gold for doing any job, no matter how gruesome or wicked.
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Shannon Lockwood
 
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Post » Fri May 27, 2011 2:42 am

ok first off: NO VATS!!! VATS is spelled c-h-e-a-t-s, and cheats is spelled V-A-T-S

2nd: and adventurers guild would be simple guild for the adventurous. it wouldnt have so much as "quests" as it would "tasks" the guildmaster would give out assingments like go explore so and so cave and report what youve found, or go to whatever alyeid ruin to see if it is haunted blah blah blah.

3: bandits couldve been done better. they attack you and even when theyre down to 1 health they still try to kill you. you either had to kill them or run away, no yielding or threatening to kill them or anything. and going off of what whatshisname has said about the bandit guild thing, that should be implemented as well as a marauder's guild.... but not so much as guilds as just bandits and marauders....
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Connie Thomas
 
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Post » Fri May 27, 2011 12:22 am

ok first off: NO VATS!!! VATS is spelled c-h-e-a-t-s, and cheats is spelled V-A-T-S

2nd: and adventurers guild would be simple guild for the adventurous. it wouldnt have so much as "quests" as it would "tasks" the guildmaster would give out assingments like go explore so and so cave and report what youve found, or go to whatever alyeid ruin to see if it is haunted blah blah blah.

3: bandits couldve been done better. they attack you and even when theyre down to 1 health they still try to kill you. you either had to kill them or run away, no yielding or threatening to kill them or anything. and going off of what whatshisname has said about the bandit guild thing, that should be implemented as well as a marauder's guild.... but not so much as guilds as just bandits and marauders....


About the adventure/explores guild, if you are a member you can sell ancient items (varla/welkyn stones or dwemer items or other ancient items) for extra gold than a merchant. It gives a reason to go adventuring the land.
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luis dejesus
 
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Post » Fri May 27, 2011 6:14 am

About the adventure/explores guild, if you are a member you can sell ancient items (varla/welkyn stones or dwemer items or other ancient items) for extra gold than a merchant. It gives a reason to go adventuring the land.

nice idea, thanks for adding that :thumbsup:
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Nathan Hunter
 
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Post » Thu May 26, 2011 10:35 pm

2nd: and adventurers guild would be simple guild for the adventurous. it wouldnt have so much as "quests" as it would "tasks" the guildmaster would give out assingments like go explore so and so cave and report what youve found, or go to whatever alyeid ruin to see if it is haunted blah blah blah.

It still seems quite pointless, though...you're basically just asking to have some NPC pay you and give out medals for the gameplay you already do.
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Madeleine Rose Walsh
 
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Post » Fri May 27, 2011 4:22 am

It still seems quite pointless, though...you're basically just asking to have some NPC pay you and give out medals for the gameplay you already do.

yeah but you get paid more, and it add some atmosphere to the game. no fun travelling without an entire guild by your side
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Chris Cross Cabaret Man
 
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Post » Fri May 27, 2011 8:57 am

I keep seeing this phrase come up, but how exactly do you think it would work?

Personally, I imagine it as a very generalized and vague club to brag about what you did. It doesn't specifically cater to classes or races. The overall outside/inside design can be something all-encompassing, and vague enough to include everything. Members include anyone & everyone, they don't care if you have memberships elsewhere - they try not to make enemies. It's pretty much a hangout for custom classes that don't fall under specifics, but especially for those who name their custom class Adventurer.

Not sure about ranks; I don't think they'd carry much weight here. Maybe you just hang around and try to get some tips on dungeons and whatever. Other members can ooh and awe you with your progress throughout the main quest, commenting on particular impacts you've made across the land. I'd imagine there's just the actual owner of the building (somewhat a guild leader), and everyone else are just members, which doesn't mean much except that every now and then you hang around there. The only way you'd get expelled is if you slaughtered everyone (making the guild useless) or if you burned the guild house to the ground (making it useless.)

I feel like I just wrote two paragraphs about nothing at all.
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SamanthaLove
 
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Post » Fri May 27, 2011 7:03 am

Personally, I imagine it as a very generalized and vague club to brag about what you did.

So basically a tavern, if they do a suitable job of presenting them next time.
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Racheal Robertson
 
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Post » Fri May 27, 2011 1:02 am

Like a tavern, sure. But in taverns not everyone is an adventurer. Most of them (in an attempt to make you the hero) have low paying meaningless jobs and just want a beer. They all can't relate to your experiences. I wouldn't want to talk about my narrow escape from a tomb with a farmer.

So fine, it's a tavern - except everyone there either is or was an adventuring type.
And so far all the guilds feel like a tavern. Even when I'm the top rank.
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Robert Jr
 
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Post » Fri May 27, 2011 11:13 am

well if you struggle with liches and lets say theres a ruin full of them and theyre guarding an artifact, the adventurer's guild could help you clear them out. it doesnt seem like a bad idea to me.

P.S.: the only reason i named my class adventurer was because it was the default and i wanted to be an adventurer....but now im just an (adventurer) battlemage, because it fits my personality :coolvaultboy:
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Mr.Broom30
 
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Post » Fri May 27, 2011 4:21 am

I'm just not seeing a lot of actual function for it. Adventurers don't take jobs; those are mercenaries, which is exactly what the Fighters Guild is supposed to be for. Often they want nothing to do with each other, since an old tomb can only be looted once. You can already get miscellaneous advice from the existing guild and even civilians. It makes sense that some adventurers would be hanged around taverns, and I don't see any particular benefit in a place that's ALL adventurers. It's a rather ill-defined term anyway, so it's weird to just put a sign on the door or something. It seems like it would just boil down to a place for people to tell you how great you are, which is pretty much all the existing factions do anyhow.

well if you struggle with liches and lets say theres a ruin full of them and theyre guarding an artifact, the adventurer's guild could help you clear them out. it doesnt seem like a bad idea to me.

But that's exactly what the Fighters Guild is supposed to be for, again.
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Cccurly
 
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Post » Fri May 27, 2011 4:57 am

I'm just not seeing a lot of actual function for it. Adventurers don't take jobs; those are mercenaries, which is exactly what the Fighters Guild is supposed to be for. Often they want nothing to do with each other, since an old tomb can only be looted once. You can already get miscellaneous advice from the existing guild and even civilians. It makes sense that some adventurers would be hanged around taverns, and I don't see any particular benefit in a place that's ALL adventurers. It's a rather ill-defined term anyway, so it's weird to just put a sign on the door or something. It seems like it would just boil down to a place for people to tell you how great you are, which is pretty much all the existing factions do anyhow.

The function is to get tips, learn some things, and be around people that are like you in some way or another. No, adventurers don't take jobs in this vague guild. I'm sure there are plenty of chores and misc quests to be had within. You could, for example, get your dungeon tip from an adventurer who lacked the courage to fully investigate a place. The benefit in being in a place that is ALL people like you is that it feels like every other club for people that are like them. That's what a guild/club is. You don't toss in a bunch of meaningless non-guild related civilians. There is probably no sign on the door. It's just a club, basically. Hey, you going to the house tonight? They're having a meeting about the dangers of Daedric ruins. The people tell you how great you are based on what you've accomplished. Ill-defined or not, it's outside the typical guilds.
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Mimi BC
 
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Post » Thu May 26, 2011 7:46 pm

That's more what I was thinking of it as, a type of social club for both has-beens and up-and-comings to shoot the breeze and maybe every once in a while go out and explore. Not a trade guild, just another small-scale player-joinable faction.
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Katy Hogben
 
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Post » Fri May 27, 2011 5:00 am

But that's exactly what the Fighters Guild is supposed to be for, again.

the adventurers guild would be free. they are like the fighters guild but work for free and only helping with dungeons. they go on explorations every once and a while. they do it for the thrill of finding new and exciting places. they might have a hall that would serve as a museum for all the great stuff they accumulate from wherever. theyre different from the fighters guild because
1: they are not mercenaries
2: they dont cost anything: their payment is, as said as above, the thrill of exploration
3: you cant just walk right in and say you want to join, youd have to go on a simple mission, like go explore a cave or something.

ranks would be

1 - dungeon seeker
2 - dungeon crawler
3 - adept adventurer
4 - master adventurer
5 - Grand Explorer
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mishionary
 
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Post » Fri May 27, 2011 3:45 am

yeah but you get paid more, and it add some atmosphere to the game.

the adventurers guild would be free. they are like the fighters guild but work for free and only helping with dungeons. they go on explorations every once and a while. they do it for the thrill of finding new and exciting places. they might have a hall that would serve as a museum for all the great stuff they accumulate from wherever. theyre different from the fighters guild because
1: they are not mercenaries
2: they dont cost anything: their payment is, as said as above, the thrill of exploration
3: you cant just walk right in and say you want to join, youd have to go on a simple mission, like go explore a cave or something.

So you want a guild that's free, whose members perform tasks for you for free, but in which you get paid for doing that same stuff yourself which you'd be doing anyway.

As some sort of small "club" setting it's fine, but adventurers really make no sense in a "guild" setting.
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KiiSsez jdgaf Benzler
 
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Post » Fri May 27, 2011 10:55 am

:facepalm:
Don't you think ranks, especially the above mentioned, would ruin the delicate credibility of the whole thing?
I mean you can't just walk around saying you're a Grand Explorer. Better yet, THE Grand Explorer.
And being sent to explore a cave to gain membership is backwards; you join, and maybe you get a tip on a cave somewhere. The mere fact that you want to be a free-spirited adventurer is enough to get you in.
And my artifacts are not going to be displayed in some club display case. If I like it, it's mine!
Sorry to be all up in your grill.
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Carlos Vazquez
 
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Post » Thu May 26, 2011 7:48 pm

Well there isnt much about exploreing when you have a compass and a map with an arrow, showing you where to go.
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Sammie LM
 
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Post » Fri May 27, 2011 9:11 am

I think an "adventurer's guild" is a fine idea, though it should probably be called something other than "guild," just to satisfy the purists. Adventurer's Club maybe.....

I see it as something like the old British "societies." You know-- the Royal Anthropological Society or what have you-- a bunch of guys in bush jackets and pith helmets, sitting around, sipping brandy and saying things like, "I guess old Rustfelder went off and got himself into a bit of a row with the Ashlanders. Brought back some nice shields and spears.... shame about him losing the arm though....."

And from time to time, some bored and wealthy collector (an Umbacano type, for instance) would show up and recruit a few people to go off and find a legendary lost tribe or excavate a tomb or something of that nature.

Something that's less formal and less regimented than the FG-- a way for characters to make contacts and get quests without taking orders and climbing ranks.
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Leonie Connor
 
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Post » Thu May 26, 2011 11:20 pm

well tesv is more than likely gonna be in skyrim, an adventurer's guild would help you get across the mountains etc. besides, who knows what could be in those mountains? gold? hmm... how about a miners guild? heh heh, that should distract them *wisks away into the night*

edit: perhaps the wouldnt just be adventurers, if someone needed to send a message to someone who lives in the mountains the adventurers guild could do it....

edit2: ssshhhh.... go back to the miners guild...thats it, nice and easy....
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Robert Jackson
 
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Post » Fri May 27, 2011 10:50 am

Here are my TESV Ideas and suggestions, based off my experience from Morrowind and Oblivion..

I have a idea for the stealth-based players.

Not sure if it was said yet, but here it is:

Add Wall-running, Ledge-grabbing, Wall jumping, and swinging to the stealth/acrobatic class. I found in oblivion the Stealth classes aren't as powerful except for security and sneak along with marksman.

Also: Bring back levitation! It was a sin to take it out of the TES series.

Gives thieves a better exsistence, stealing in oblivion doesn't make you anything near wealthy because of the leveled items.

(Yes i know there are mods out there that give thieves a better purpose other than stealing cloth.)

Remove the cities from being different cells, I hate not being able to levitate over a wall or walk on battlements.

Make more unique items that can be collected and stolen from places. In morrowind it was worth it and fun to walk into a pawnbroker and steal his unique items, or the Glass dagger he had on his shelf! There were so many unique items found in different caves and sort but in oblivion is seems minimalistic.

Add more armor sets, there wasn't enough in Oblivion.

Add more guilds, having only the Mages Guild, Fighters Guild, Thieves Guild, and Dark brotherhood are too minimal..
compared to
House Hlaalu, House Redoran, House Telvanni, The Temple, Imperial Cult, Imperial Legion, Mages guild, Fighters guild, Thieves Guild, Morag Tong, East Empire Company, Ashlanders, Tribunal Temple, Aundae Clan, Berne Clan, Quarra Clan!

Make way more quests to do in the next TES.

Remove the levelled items system. The dynamic level systen for NPCs is great, but the whole item level thing makes it hard for thieves, etc.

Make the land of the next TES much larger than oblivion and morrowind's land, I don't like travelling from Anvil to Cheydinal on horseback in 10 minutes, it should take hours.

Make the next TES game with the computer in mind, not the console.
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Setal Vara
 
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Post » Fri May 27, 2011 5:50 am

The #1 idea for TES V (importance-wise) is to get rid of the horrible system for stat gains. First thing anyone who plays on PC says if I mention Oblivion is "I hope to God you are using a replacement levelling system".

That's because it's just blatantly strange. So I practice conjuration, hand-to-hand, illusion, and alteration for 20 levels each before gaining a level. Why? because I needed the extra spell levels and just wanted to take a break from swords. That's just a choice. Except given the system, I'm hurting myself by doing too many skills. I'm losing a +5 here. While the natural growth mods work well enough for me, that's not quite keeping with "TES tradition". If we had to go with an existing base, everything I've heard (no, I haven't played Morrowind yet. Blame the post office for that) is that Daggerfall is the most reasonable one to work with. Not particularly a spectacularly original system, but effective, and it allowed someone to choose to be me (really, really low personality scores, high Endurance). We aren't going back to it. I'd bet money on that. But if the devs started from there, it could be a good thing.

Here's a different take, though: you pick a race. I'm going to be a Redguard because I always wind up being one. And I always wind up choosing between them, Nords, and Orcs. That gives me certain estimated stats. Now, I choose a custom class. And it makes my personality scores svck. Because I never care too much if people like me or not. So I start having severely stunted personality, but really high endurance. Like, if you added up all of my endurance-related skills and divided by the count of them, it would be a fraction of my starting value. My personality, on the other hand, would be lower than the average. I exit the tutorial-like dungeony thing. I pummel the local wildlife, hack up a roaming beast and barely escaqpe with my life, sneak around for a while and save up to acquire new spells for schools which I didn't have an initial spell in. I play with those a while and set out exploring. I gain a level. I get a number of points to distribute somewhat "as I see fit". The number is based on my skill increases, just like Oblivion... except not. I can add a point to any skill that had an increase, until I'm so far out of line with my average. Then it won't work. But my personality score is so low that I can add a few points there despite only gaining three levels playing around with some crappy Illusion spells, and doing nothing with speech (and not quite enough to gain a level in Mercantile). Meanwhile, I might be able to raise Endurance 1 point, or maybe not at all. Those of you pointing out that when the count resets, I'm possibly screwed would be right, except "why reset the counts, just subtract whatever it takes to make it all work". Essentially, this makes practicing Illusion VERY beneficial to me (low Personality), but blocking like a coward all the time does very little for my endurance, comparatively. As my Personality comes up, casting light spells all night does less and less for my stats, but on the other hand, working on all of my Endurance skills does help "balance" my character back out (skills and stats are more aligned), thus allowing me to benefit more from future skill increases.


So the key points:
1. Skill increases aren't reset on level-up.
2. Stats that are naturally high require more skill increases per point than low stats.
3. Stats that are abnormally low can be raised on few or no skill increases, because the character is trending below the skill average.
4. No limit on the number of stats you can raise per level.
5. points per level ARE capped AND floored. (Ie, no more than 20, no less than 3 or something)
6. when all is said and done, if someone wants to powergame and get everything to 100 (stats and skills), it should all top out right about the same place (and if you don't, it doesn't matter!)
7. Of course, I don't quite know how you'd manage to avoid issues where you could maximize your major skills far, far sooner than anything else and otherwise kill level advancement. But that's what discussion is about: having people see solutions and problems you can't.

Leave personal preferences about skill and stat limitations aside (I doubt Bethesda is going to cap minor skills at 90, or make it so that reaching all 100 in stats is impossible). Just comment on whether or not this is a better system for allowing the same results Oblivion did, by removing the strange gameplay aspect.
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Britney Lopez
 
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Post » Fri May 27, 2011 5:31 am

Windows, please Beth, there were no windows in oblivion
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Angela
 
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Post » Fri May 27, 2011 8:18 am

Instead of adventurers guild maybe an explorer/scout one may be more accute. It would be a good addition for those classes which, though existing in TES since a long time, have no background or organisation.

Off course, the usual guilds are build on a type of professiency, that is a skill set, which lacks to scouts. But if a few survival/exploration skills had to be added in the game, if the survival-exploration-navigation gameplay had to be developped, it would be very interesting to be given a faction to exercise those skills for.

The type of missions may be : cartography (locating a dungeon, a landmark), bestiary research (inhabitants of an area), guiding travellers through wilderness, checking info on some places or NPC...
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Austin England
 
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