The end of a guild.

Post » Fri Dec 24, 2010 11:05 am

In oblivion i always had the feeling that even when i became top rank in a guild i still didn't feel i had that much power, sure you could get some idiot to follow you around or collect abit of gold every month, but i think you should be able to make rules in the guild or send people to assassinate someone or reclaim a ruin/building. You should make the quests. You should advance people and have your leadership challenged. Any thoughts?
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Amanda Furtado
 
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Post » Fri Dec 24, 2010 2:58 pm

In oblivion i always had the feeling that even when i became top rank in a guild i still didn't feel i had that much power, sure you could get some idiot to follow you around or collect abit of gold every month, but i think you should be able to make rules in the guild or send people to assassinate someone or reclaim a ruin/building. You should make the quests. You should advance people and have your leadership challenged. Any thoughts?



Agreed. The Grand Master title was nothing more than a title and gave me no real power what so ever. :/ It was kind of a disappointment.
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Solina971
 
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Post » Fri Dec 24, 2010 1:09 pm

Agreed. The Grand Master title was nothing more than a title and gave me no real power what so ever. :/ It was kind of a disappointment.

"I've never been nobody's idle, but atleast I got a title, and I take a lot of pride in what I am."

On a serius note however, I'd rather se the guild crumble to dust before you gain that title and leaving you nothing than seeing it like OB again...
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rebecca moody
 
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Post » Fri Dec 24, 2010 9:44 pm

actually, i hated being the guildmaster at the end of the quest chain it was always: you start as some up-and-coming nobody that quickly rises through the ranks in no more than 2 weeks and at the end of it all you were ruling the organization.

i liked just being a high-ranking operative that i found myself frequently quitting the quest chains half way though so i wasn't named the "King of Thieves" or the Leader of the Dark Brotherhood.

if the quest chains in Skyrim do the same thing, I'll probably complete them once, and when I get the computer version of it, I'll try modding in randomly generated quests where you knock over a house (thieves guild), eliminate a mark (assassins guild), protect a HVI (fighters guild) or recover an arcane artifact (mages guild).
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!beef
 
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Post » Fri Dec 24, 2010 3:10 pm

Agreed. :thumbsup:
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Laura Wilson
 
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Post » Fri Dec 24, 2010 9:36 am

Probably because the guy below the master realizes that he doesn't even know if you're capable of the job. "You killed a bunch of monsters/necromancers/whatever, and saved our guild. Here's all the paperwork you have to deal with as part of being the leader. Have fun!"
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Emma-Jane Merrin
 
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Post » Fri Dec 24, 2010 12:57 pm

When is enough enough.. honestly not trying to be rude, but this has been brought up often both here and many times in the Oblivion thread.

It's not that simple if you make more master quests, the space has to come from somewhere.
So to have a massive list of extra once you're at the top quests, you'll have to sacriface either those start or middle quests for that guild.
Take out another guild one that may be new or had something new to offer.
Shrink the MQ and or side quests down.

TBH I'm of the crowd that does not wish to be made chief, head honcho, king for the day, supreme ruler of nothing.
It's just another silly leveled reward system imo.

However I dare say it's still in, as gamers love to become gods, kings and emperors.
So hopefully any quest after the main guild are left to radient AI.
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Stephanie Valentine
 
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Post » Sat Dec 25, 2010 12:26 am

When is enough enough.. honestly not trying to be rude, but this has been brought up often both here and many times in the Oblivion thread.

It's not that simple if you make more master quests, the space has to come from somewhere.


I didnt say anything master quest's... one of the points of being a master of guild for me is that you shouldn't have to do quest's, you should be giving them.
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Ricky Rayner
 
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Post » Fri Dec 24, 2010 6:47 pm

It's a very good point but I'm sure I remember commenting on an identical topic a couple of days ago.
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Wayne W
 
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Post » Fri Dec 24, 2010 12:04 pm

Maybe just a few more 'end game' quests once you've reach the top.
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Andrea Pratt
 
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Post » Fri Dec 24, 2010 12:05 pm

I like this idea. I think the Master should have more power.
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Colton Idonthavealastna
 
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Post » Fri Dec 24, 2010 6:19 pm

I like this idea. I think the Master should have unlimited power.

fixed
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Mariana
 
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Post » Fri Dec 24, 2010 9:54 pm

I think they should cap your positions in a guild, like becoming its champion, or mascot instead of being made leader. And raident story could give you minor quests to do for the guild after its story has run its course. That way the lack of power is justified and you still get missions to do
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N Only WhiTe girl
 
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Post » Fri Dec 24, 2010 10:21 pm

When is enough enough.. .


When your Telvanni mushroom castle is the grandest in the land, :celebration:
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Tania Bunic
 
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Post » Fri Dec 24, 2010 10:52 am

I agree with the Creeper, I remember doing the Morrowind quests and when something changed in my surroundings, e.g. mushroom tower surrounded by dwemer guards, I loved it, i had a place to live, a palace to call my own. I may be by myself here but seeing a character change his ENVIRONMENT, not just the characters, is one of the greatest experiences. In fact that was one of the main reasons i did quests in morrowind, and when oblivion'd Kvatch never rebuilt itself, despite closing every gate, defeating every boss and trotting to the top of every guild, It never found time to put stones together. THAT was disappointing. The point of this lengthy speech is to say that a guild master should be able to gain control of areas, and, with these areas, make them more powerful, better fortified, repaired, etc. Adding the feel of an RTS in so much as the modification and expandability of the environment would add a lot to any game, and especially Skyrim.
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Rusty Billiot
 
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Post » Fri Dec 24, 2010 8:13 pm

there should be more requirement's to rank up in a guild so it is more realistic, it was like that in daggerfall and marrowind
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Kayla Bee
 
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Post » Sat Dec 25, 2010 12:49 am

Morrowind really gave a feeling of accomplishment when you reached the head of a guild. Not only will you have ridiculous loot, but they all took a while, and most had large effects. Like if you finished the Thieves Guild, you had to have decimated the Fighters Guild (and vices versa). The thing i disliked most about guilds in 'Blivio was the lack of interconnectedness. Sans the quest to steal Hrormir's staff, it was as though the other Guilds weren't aware of each other, even though their guild halls were almost always on the same street.
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maya papps
 
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Post » Sat Dec 25, 2010 12:12 am

In oblivion i always had the feeling that even when i became top rank in a guild i still didn't feel i had that much power, sure you could get some idiot to follow you around or collect abit of gold every month, but i think you should be able to make rules in the guild or send people to assassinate someone or reclaim a ruin/building. You should make the quests. You should advance people and have your leadership challenged. Any thoughts?



I agree, being the head of a guild doesn't seem to bring in any real perks e.g. the thieves guild; you get The Grey Cowl and people idolizing you. Am I missing something here or is that all you get? lol Yeah the is handy and a nice bit of equipment but that's the only thing you get from it.
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Mason Nevitt
 
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Post » Sat Dec 25, 2010 2:09 am

Why just quests. Why not an ability to create random rules. Like whenever stealing something thieves must leave a note with their name and adress/ Or new members must have spent at least a year in prispn for murder.
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Becky Cox
 
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Post » Fri Dec 24, 2010 1:29 pm

Assassins creed: brotherhood did a pretty decent job on how you can use your guild in combat. I'd like too see this at master level in the guilds.
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Dezzeh
 
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Post » Sat Dec 25, 2010 3:21 am

yea becoming head of the mages guild was way to easy and fast at least let me have access to those ba artifacts i risked my life to get and give me the power and respect to learn spells from my guild underlings for free or reduced prices let me rebuild the bruma guild fire and promote guild leaders get access to powerfull people in the empire make me feel like im powerfull
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Natalie Taylor
 
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Post » Fri Dec 24, 2010 5:14 pm

I loved being able to make Raven rock in Solstheim, I really hope they put something in Skyrim like this.

Like maybe once you reach the master rank at a guild, you're able to expand your guild to smaller towns or cities that might not have one, or make a guild outpost somewhere in the wild or something.

Also, as people said, I really wish you could make rules or actually run the guild that you become a master of. Command mages to go out and search for soulstones and magic scrolls, Make your thieves focus on getting jewelry instead of gold or weapons, etc... It could be like every week you go to your guild home or base or whatever and there could be a collection chest or someone you talk to to collect items your people got.

And they should definitely make it harder to get to the top then it was in Oblivion.

I'd also love if they brought back The Great Houses, even though I think they are only in Morrowind.
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Markie Mark
 
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Post » Sat Dec 25, 2010 12:16 am

yes it felt like i could become the head of the mages guild if i had 0 mp i loved the morrowind way of having to raise skills to advance and having a ton of quest to do before you reach the top
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Taylah Illies
 
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Post » Fri Dec 24, 2010 2:29 pm

Assassins creed: brotherhood did a pretty decent job on how you can use your guild in combat. I'd like too see this at master level in the guilds.


Excellent idea. It would be nice to to be able to call in support. Imagine calling Thieve's Guild members to rain arrows down on your enemies or calling a group of warriors to charge a group of trolls. It would also be cool to call a couple of mages and create some kind of crazy giant lightning bolt that could fry a dragon.
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Jade
 
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Post » Fri Dec 24, 2010 12:36 pm

Assassins creed: brotherhood did a pretty decent job on how you can use your guild in combat. I'd like too see this at master level in the guilds.

Excellent idea. It would be nice to to be able to call in support. Imagine calling Thieve's Guild members to rain arrows down on your enemies or calling a group of warriors to charge a group of trolls. It would also be cool to call a couple of mages and create some kind of crazy giant lightning bolt that could fry a dragon.



I to would like to see some of the ideas in AC:B placed into Skyrim. Ubisoft did a great job with it:)
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Emmie Cate
 
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