This kind of bothered me in Oblivion

Post » Tue May 17, 2011 4:12 pm

I liked that they had their own storylines, personally. It felt better than just doing a bunch of quests. I just hated how when the stories ended there was nothing left to do with or for the guild except a few things Bethesda threw in to make you feel like there was something left to do when there really wasn't.


I liked the Thieves Guild storyline in Oblivion but even then I feel it would've benefited if you'd had to do more jobs to get rank
As has been suggested by others some more "bread and butter" quests could be randomly generated and they could also continue to be generated when you'd completed any storyline quests
Might be interesting to have some storylines that didn't end with you becoming head of the guild too
User avatar
Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Tue May 17, 2011 5:15 am

It is not supposed to be a mirror of real life (and whether or not it is the equivalent of the Dark Ages is questionable)


Doesn't matter I would still find it more enjoyable if they skipped a lot of the guild things.
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Tue May 17, 2011 7:01 am

Yeah, they were all very cheesy.
I thought Morriwnds guild system was a lot better. Also, being leader of the Mages Guild, Fighters Guild, and Thieves Guild on the same character = stupid. Really diminishes replay value.
"Oh hey, here's a game that has what it takes to have great replay value with different guilds for different types of characters, but lets let a warrior do them all his first playthrough so he doesn't want to play the game again! yay!"
User avatar
Vicki Blondie
 
Posts: 3408
Joined: Fri Jun 16, 2006 5:33 am

Post » Tue May 17, 2011 12:10 am

Politically oriented guilds should be a must, or at least some good old guild conflict. There definitely should be more possibilities when you are a guild leader, and more responsibilities. More quests would be nice, as others have said, the replay value is diminished greatly because you can play all the guilds in one game. Although the rank advancement is interesting, it might be better having to do a certain amount of quests to advance, "bread and butter" jobs as well, because that's more realistic. And keeping guild quests in the area of the guild is only common sense.
User avatar
Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am

Post » Tue May 17, 2011 5:00 am

@Betrayer of Humanity - Self-restraint too much work for you? ;)
User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Tue May 17, 2011 12:10 am

Could Bethesda include randomly-generated quests that never end in amount with hand-crafted quests related to a storyline in the same game? I always pictured skill requirements and reputation that comes from successfully completing quests as determining one's rank, and at a certain rank, one of the heads of a specific guild would let you in on some bigger problems, with randomly-generated quests still being an option after that point.


I don't think that your rank should be based just on the skill numbers (since I couldn't just look at you and know you have a mysticism skill of 50), but rather the quests that you are sent on for the guild should require you to have around a certain skill level (like a blade skill of 50), but if you are just a very good player you could manage to do it with a skill of 45. And let's face it, while your numbers are (or at least should be) important, how you use them is just as important and is what actually shows. That way, you don't just get a blade skill of 50, and someone looks at you and goes "Oh you have 50 blade skill so u now higher rank HAAA."

Edit: can't speel
User avatar
Shaylee Shaw
 
Posts: 3457
Joined: Wed Feb 21, 2007 8:55 pm

Post » Tue May 17, 2011 5:58 am

I don't think that your rank should be based just on the skill numbers (since I couldn't just look at you and know you have a mysticism skill of 50), but rather the quests that you are sent on for the guild should require you to have around a certain skill level (like a blade skill of 50), but if you are just a very good player you could manage to do it with a skill of 45. And let's face it, while your numbers are (or at least should be) important, how you use them is just as important and is what actually shows. That way, you don't just get a blade skill of 50, and someone looks at you and goes "Oh you have 50 blade skill so u now higher rand HAAA."
I agree with that. Promotion should be based on results more than unmeasurable numbers. I'd say to get in the guild at all you'd need decent skills they desire, but past the entry, promotion would be based on dedication and time serving. Then make the quests harder for people without the skills required by the organization. Have a quest in the Mages Guild where you have to cast the spell Banish Daedra, straight up. No getting around that one, you can either do it or not.

Though this system wouldn't work if there were spell scrolls. Remove the spell scrolls from the game.
User avatar
Rik Douglas
 
Posts: 3385
Joined: Sat Jul 07, 2007 1:40 pm

Post » Tue May 17, 2011 1:04 am

I agree with that. Promotion should be based on results more than unmeasurable numbers. I'd say to get in the guild at all you'd need decent skills they desire, but past the entry, promotion would be based on dedication and time serving. Then make the quests harder for people without the skills required by the organization. Have a quest in the Mages Guild where you have to cast the spell Banish Daedra, straight up. No getting around that one, you can either do it or not.

Though this system wouldn't work if there were spell scrolls. Remove the spell scrolls from the game.


I agree with the scrolls. Get rid of them. Anything that you could really need (restore strength, fatigue, health) can come in potion form. It would then open up the possibility of receiving magic tomes for spells that could not be learned by non-magic people, not just because the book for some reason requires some specific number destruction skill, but rather because you could not even hope to earn it without the skill.

Overall, I was pretty disappointed with the FG and MG quests in OB. They were really just "do it to say you did it" type questlines. You didn't really get anything out of them, save money, which seems really stupid. Sure, you gained access to a spell vendor with different spells, but what about the libraries in the arcane university? It should have been a real achievement to gain access to it, and it should have been because you were enabled to learn an abundance of new (not necessarily REALLY powerful) spells. And as you continued to gain rank, you should have become privvy to much higher level spells, capable of much greater effects than you could have as a lowly member. You could have done similar things with the fighter's guild, giving the player more powerful moves and maybe even...hold on now...COMBOS! Or the ability to disarm an opponent through sheer blade skill! There were so many possibilities, and they really fell short in my opinion.

Edit: some more speling.
User avatar
Beth Belcher
 
Posts: 3393
Joined: Tue Jun 13, 2006 1:39 pm

Post » Tue May 17, 2011 5:46 am


And bring back rank requirements, for real.


Yes, please! I love it that my current character can't level any higher in the Mages Guild until she gets a favored skill to 50.

I'd also like there to be enough quests so that you could advance without accepting all of them. That would open up the possibility of your character further defining themselves by accepting/declining questionnable assignments. The choice of do this next quest or advance no further in this guild isn't a very satisfactory one.
User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Tue May 17, 2011 3:23 pm

I agree with the scrolls. Get rid of them. Anything that you could really need (restore strength, fatigue, health) can come in potion form. It would then open up the possibility of receiving magic tomes for spells that could not be learned by non-magic people, not just because the book for some reason requires some specific number destruction skill, but rather because you could not even hope to earn it without the skill.

Overall, I was pretty disappointed with the FG and MG quests in OB. They were really just "do it to say you did it" type questlines. You didn't really get anything out of them, save money, which seems really stupid. Sure, you gained access to a spell vendor with different spells, but what about the libraries in the arcane university? It should have been a real achievement to gain access to it, and it should have been because you were enabled to learn an abundance of new (not necessarily REALLY powerful) spells. And as you continued to gain rank, you should have become privvy to much higher level spells, capable of much greater effects than you could have as a lowly member. You could have done similar things with the fighter's guild, giving the player more powerful moves and maybe even...hold on now...COMBOS! Or the ability to disarm an opponent through sheer blade skill! There were so many possibilities, and they really fell short in my opinion.

Edit: some more speling.

Well, a scroll is just an enchanted piece of paper, and anything can be enchanted.
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Tue May 17, 2011 12:14 am

Well, a scroll is just an enchanted piece of paper, and anything can be enchanted.
Then what is the writing on the paper?
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Tue May 17, 2011 5:37 am

The trick for a successful guild build is to have a compelling story, but to not have the player really notice it until the end (similar to the Thieves and Fighters Guilds in MW).

You need:
1. Filler quests so that the player does not feel important.
2. Story quests so that the player does feel important.
3. Inter-faction relationships so that the player is or can be excluded from some guilds if they choose to join others.
4. Requirements so that the player cannot advance too quickly without specializing in what the guild does.
5. Rank limitations so that the player cannot be the leader of every guild, or even more than 1 or 2 (how many full time jobs do you have?)

:disguise: :thumbsup:
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Tue May 17, 2011 1:51 am

Then what is the writing on the paper?

Decoration.

If you go on the uesp, you can read what the writing translates to on each scroll. A lot of it is the same stuff over and over for different spells. I've made homemade scrolls in Morrowind and I've never had to write on them.
User avatar
Amie Mccubbing
 
Posts: 3497
Joined: Thu Aug 31, 2006 11:33 pm

Post » Tue May 17, 2011 12:55 am

I always thought that scrolls where the actual spell written on paper.

Casting spells requires words and finger wiggling. I thought the text was supposed to be instructions. (Though, it was "Recall on Self" type text in game, but that's because they're not going to give ridiculous intructions every time, because every spell would require something different)

I'm not sure why they disappear when used, but there's probably some lore explaining it somewhere.
User avatar
Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Tue May 17, 2011 6:28 am

I know the Telvanni have done research on how to make really cheap and easy to produce summon scrolls..you draw a picture of what you want to summon. It's true! There's a Telvanni quest that explains it.
User avatar
Jennie Skeletons
 
Posts: 3452
Joined: Wed Jun 21, 2006 8:21 am

Post » Tue May 17, 2011 1:49 pm

I know the Telvanni have done research on how to make really cheap and easy to produce summon scrolls..you draw a picture of what you want to summon. It's true! There's a Telvanni quest that explains it.


*draws a picture of Shakira doing a naked crabwalk* :whistling:
User avatar
Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm

Post » Tue May 17, 2011 9:55 am

The trick for a successful guild build is to have a compelling story, but to not have the player really notice it until the end (similar to the Thieves and Fighters Guilds in MW).

You need:
1. Filler quests so that the player does not feel important.
2. Story quests so that the player does feel important.
3. Inter-faction relationships so that the player is or can be excluded from some guilds if they choose to join others.
4. Requirements so that the player cannot advance too quickly without specializing in what the guild does.
5. Rank limitations so that the player cannot be the leader of every guild, or even more than 1 or 2 (how many full time jobs do you have?)


Nailed it. :goodjob:
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Tue May 17, 2011 6:47 am

The trick for a successful guild build is to have a compelling story, but to not have the player really notice it until the end (similar to the Thieves and Fighters Guilds in MW).

You need:
1. Filler quests so that the player does not feel important.
2. Story quests so that the player does feel important.
3. Inter-faction relationships so that the player is or can be excluded from some guilds if they choose to join others.
4. Requirements so that the player cannot advance too quickly without specializing in what the guild does.
5. Rank limitations so that the player cannot be the leader of every guild, or even more than 1 or 2 (how many full time jobs do you have?)


I agree with this as well. If they do this for TES V, I feel they are guaranteed success in the guild department.
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Tue May 17, 2011 8:02 am

The trick for a successful guild build is to have a compelling story, but to not have the player really notice it until the end (similar to the Thieves and Fighters Guilds in MW).

You need:
1. Filler quests so that the player does not feel important.
2. Story quests so that the player does feel important.
3. Inter-faction relationships so that the player is or can be excluded from some guilds if they choose to join others.
4. Requirements so that the player cannot advance too quickly without specializing in what the guild does.
5. Rank limitations so that the player cannot be the leader of every guild, or even more than 1 or 2 (how many full time jobs do you have?)


+1
User avatar
Patrick Gordon
 
Posts: 3366
Joined: Thu May 31, 2007 5:38 am

Post » Tue May 17, 2011 8:59 am

I liked the storylines too but I think the overall guilds systems could use a lot of improvement. My only complains with the quest lines themselves was that there was often just one way to complete them, and there was no moral ambiguity to them. But they put the side quests to shame for the most part.

I do think that having just those quests to determine promotions and advancement is a bad system though, but that's not a complaint about the quests themselves, but rather the guild system as a whole. I had so much fun doing the Thieves Guild and Dark Brotherhood quest lines, but it took me like 3 days of moderate play for each and all of a sudden I'm outranking Armond Christophe and Fathis Ules and every other surviving member of both guilds. And I'm just a level 6 nobody... I hate that.

The ideal system for me involves a nice intricate quest line like the ones in Oblivion, but you cannot advance in that quest line without meeting other requirements first, and those requirements are based on the following:

1. Completing randomly generated tasks, and/or simple set tasks, from guild members (e.g. clear this cave, return this item, collect these many things, steal this many of these, find this missing person, etc.). As you ascend in rank, you should have to do more of these to reach the next level, and they should be a bit more challenging.
2. Meeting skill requirements. Seriously, the Arch Mage should be like a Master in at least one Magic skill and Expert in at least 2 others. The Grey Fox should be a Master in at least one Stealth skill and Expert in at least 2 others. etc. This prevents players from rushing through the guild lines, and it also ensures that only the truly dedicated and worthy reach the highest ranks.
3. Reputation/disposition. Guilds should have a degree of politics; you should have to get the right people to like you in order to advance, especially at the higher levels. And this should require more than just a few turns of the personality wheel or whatever variant thereof is in TESV; you should have to to some personal favor(s) and/or errand(s) for your superiors, if you want to get that promotion faster.


So by the time you reach the highest ranks, you will have:
- Completed a 10-15 hour unique quest line
- Completed 30+ randomly generated tasks and/or simple set tasks
- Become a high level in most/all of the skills related to that faction (if applicable)
- Buttered up most/all of the high ranking members of the faction in order to gain their support

And it would be spaced out something like this:
Rank 1: Fresh Meat
- Complete 2 tasks to unlock first quest
- Complete first quest, receive promotion

Rank 2: Rookie
- Complete 3 tasks and be an Apprentice in one relevant skill to unlock second quest
- Complete second quest, receive promotion

Rank 3: Beginner
- Complete 4 tasks, be an Apprentice in 2 relevant skills
- Complete third quest but no promotion
- Do a personal errand for a faction leader to receive promotion and unlock the fourth quest

etc.

The nice thing about this, besides the fact that it takes a lot more time and effort and dedication to reach the elite ranks, is that even when/if you become guildmaster, you can still carry out randomly generated tasks for money/disposition bonuses. And they should also make it so that guildmasters have a more active role in things, like assessing talent, assigning missions/tasks, meeting with clients, etc.


I agree with everything you just said.

I found it really weird that my Nord only has 84 Magicka and is the arch-mage.
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Tue May 17, 2011 1:18 pm

I agree with everything you just said.

I found it really weird that my Nord only has 84 Magicka and is the arch-mage.


It's because they're too scared to upset the barbarian that slew the "legendary Mannimarco".
User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Tue May 17, 2011 4:16 pm

It's because they're too scared to upset the barbarian that slew the "legendary Mannimarco".

And that his research is the most painful way to stick an axe into someone's face.
User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Tue May 17, 2011 4:54 am

You are just one of the thousand members of the guilds doing the everyday task, it takes you a lot of time to become head of the guild, and you don't feel as someone important until you are nearing the end of the questline.

Now that, would be great.
User avatar
Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Previous

Return to The Elder Scrolls Series Discussion