A therory on Bethesda's Faction system

Post » Wed Jan 19, 2011 9:11 pm

Okay here's what I think Bethesda 's secret is for their faction system.

The biggest problem in Oblivion with factions, was when you finished it, there was nothing to be done afterwards. Perhaps to correct this, Bethesda is using their Radiant Story tool. Of course (and I hope) not for the actual questline, but rather for when you complete the faction. Here's how it would work. I am guildmaster, and give away contracts, and can even join in on them. By using the random quest generator, it will create contracts for me to give to my men/women. For example, a Frost Troll is attacking the small town of Riverwood, so I put the contract up for the grabs. Once taken, that person will actually go and complete, or fail, that assignment. Now to keep things interesting for you the player, you can also accept these quests.

My Therory.
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Joanne Crump
 
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Post » Wed Jan 19, 2011 7:06 pm

I don't think you should be able to be guildmaster personally. But that's just me.
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Reanan-Marie Olsen
 
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Post » Wed Jan 19, 2011 9:36 am

That would be awesome, but it has more to do with storylines than factions. I'd like it more if you can persuade everyone of the same faction as you to join you on whatever you're doing. So if you're in the fighters guild you can walk inside, ask some recruit to join you on a mission or to just go dungeon hunting. Basically, make the faction relationships etc. about more than how much people like you and questlines.
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Fam Mughal
 
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Post » Wed Jan 19, 2011 3:04 pm

I don't think you should be able to be guildmaster personally. But that's just me.



And me. Any leadership position should be avoided unless you can actually lead.
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Dean Brown
 
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Post » Wed Jan 19, 2011 4:11 pm

I don't think you should be able to be guildmaster personally. But that's just me.



See, I like being the guildmaster because it makes me feel as if my character, who started off as a nobody, has become someone important.
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Imy Davies
 
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Post » Wed Jan 19, 2011 6:42 pm

See, I like being the guildmaster because it makes me feel as if my character, who started off as a nobody, has become someone important.


The problem is that you are NOT important. A Guildmaster who does not lead is not a Guildmaster, just the road to Guild's doom (leaders don't exist for the lulz).
A sole mercenary (which is what you are) of the guild should not qualify for the Guildmaster who needs to do more then just be able to kill the strongest opponent he sees.

A person who manages to win the Guildmaster position for his friend is important and makes sense.
A person who is considered the champion of the guild and has special privileges is important and makes sense.

Becoming a Guildmaster makes no sense. Feeling of importance can be accomplished by other means anyway.
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sally coker
 
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Post » Wed Jan 19, 2011 8:01 pm

I don't think you should be able to be guildmaster personally. But that's just me.

im right with you there :thumbsup:
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Timara White
 
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Post » Wed Jan 19, 2011 9:20 am

Yes I agree. But I would rather you became on the council or something for the guild instead of outright guild master. You can become the arch Mage for example over the existing who has obviously worked years for the title and you can achieve it in a few game days.
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Nana Samboy
 
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Post » Wed Jan 19, 2011 5:14 pm

The problem is that you are NOT important.

right, the guy or gal that's going to save the world is unimportant. :no:
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Katharine Newton
 
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Post » Wed Jan 19, 2011 4:12 pm

The only faction you should get to the top of through skill alone is the Arena. Mainly because it is a fight to the death and all that. Other than that there isn't really a reason for you to lead. It sounds like a lot of paperwork honestly.
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(G-yen)
 
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Post » Wed Jan 19, 2011 8:04 pm

I don't think you should be able to be guildmaster personally. But that's just me.

Why?

The problem is that you are NOT important. A Guildmaster who does not lead is not a Guildmaster, just the road to Guild's doom (leaders don't exist for the lulz).
A sole mercenary (which is what you are) of the guild should not qualify for the Guildmaster who needs to do more then just be able to kill the strongest opponent he sees.

A person who manages to win the Guildmaster position for his friend is important and makes sense.
A person who is considered the champion of the guild and has special privileges is important and makes sense.

Becoming a Guildmaster makes no sense. Feeling of importance can be accomplished by other means anyway.

And how about working on improving the guild system where you can actually lead your guild instead of just removing the Guildmaster title?
Still, there could be two roads in each guild when you advance trough it.
For people who want to become Guildmasters and actually lead the guild and for people who only want to become a champion of the guild and have some privileges.
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Josh Lozier
 
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Post » Wed Jan 19, 2011 6:01 pm

Why?


And how about working on improving the guild system where you can actually lead your guild instead of just removing the Guildmaster title?
Still, there could be two roads in each guild when you advance trough it.
For people who want to become Guildmasters and actually lead the guild and for people who only want to become a champion of the guild and have some privileges.

This is a good idea. Give us the option to lead or follow. If someone wants to micromanage a guild give them the option, if someone wants to go out on the quests that the guild leader gives through Radiant Story let them do that.
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Mr. Ray
 
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Post » Thu Jan 20, 2011 12:08 am

I was not a fan of some of the things at the end of oblivion, the unfinishable quests as such. Well unless you kill people to "fail" them, like the fed ex quest from the night mother to the dark brotherhood every week for a pitiful 200 gold or the arena being constantly in the quest log because you can go back every week to fight again... I think most people had already figured that bit out, why was it in the quest log still? The final rewards were a bit meh and the titles were not well thought out, ok Champion of Cyrodil(sp) was fine, but Guild Master of the fighter's guild?

Ok I am the guild master.... ok so what can we do to improve the fighter's guild? "so did you want us to get contracts, recruits or balance in the middle"...... :|, I'm the guild master, shouldn't I be negotiating with some of our more... lavish clients? no... oh ok... no :(.

Well I am also the arch-mage, can I set some of the new rules of the mage's guild? like banning the practice of unregistered experimental magic in the middle of nowhere that turns the entire populous of a town invisible like I have seen? no.... well how about this rare naturally growing welkuy(sp) stone I have heard about, could I assign a few mages to assist in the exploration of this magical phenomona? no... oh... that might have been useful knowledge tho.

I also lead the theives guild as the grey fox, can I set-up special places for theives to rob, or make them more or less active in certain places to try and not annoy towns too much but still aquire enough to keep the entire guild going? wait all I get is a bed and special cowl... not even... well anything!

yeah... those leading the guild positions seemed rather... useless. I guess in the dark brotherhood you were at least telling the dark brotherhood where to find clients for the contracts... an important role but it was still boring the way it was implemented.
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Prue
 
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