Wasted Fighters Guild(s)

Post » Thu Aug 23, 2012 6:50 am

After finishing the FG questline, I realized every major city had a Fighter's Guild not just Chorrol, Anvil and Cheydinhal. I was super excited to visit them all and see if there were any new things; contracts or anything. But, no. They are all just standard buildings with a few new people in who don't even do anything. I thought this was a lot of wasted potential. They could have had new contracts or sidequests or ANYTHING.
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Kirsty Wood
 
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Post » Thu Aug 23, 2012 9:28 am

agreed, even minor quests like kill x in location y, i've never been in some of the guilds more than once
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SUck MYdIck
 
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Post » Thu Aug 23, 2012 3:01 pm

I agree. I thought the FG questline was goofed up in this regard. Each guildhall should have had a leader, who would give out a certain number of quests to you. It is annoying to have to go back and forth across the entire province (between Anvil and Cheydinhal) to get most of your quests. It is especially glaring when Burz sends you to Water's Edge (that should originate from Leyawiin), or when he sends you to Bravil (that quest should obviously come from the Bravil hall).
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lillian luna
 
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Post » Thu Aug 23, 2012 4:59 am

Agreed. I don′t think they went as far as they could have with the FG.
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Add Me
 
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Post » Thu Aug 23, 2012 11:00 am

After finishing the FG questline, I realized every major city had a Fighter's Guild not just Chorrol, Anvil and Cheydinhal. I was super excited to visit them all and see if there were any new things; contracts or anything. But, no. They are all just standard buildings with a few new people in who don't even do anything. I thought this was a lot of wasted potential. They could have had new contracts or sidequests or ANYTHING.

Well, the Skingrad guild is heavily into goblin hunting, and can point you to the locations of some goblin lairs. The Leyawiin guild is peripherally involved in the FG quest line, with the Drunk and Disorderly sub-quest. The other guild halls have trainers and smiths.
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Andres Lechuga
 
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Post » Thu Aug 23, 2012 12:35 pm

There's a mod for that

http://oblivion.nexusmods.com/mods/41012
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Nicholas
 
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Post » Thu Aug 23, 2012 12:56 pm

There's a mod for that

http://oblivion.nexusmods.com/mods/41012

Mods aren't too useful when you play on console.


I agree. I thought the FG questline was goofed up in this regard. Each guildhall should have had a leader, who would give out a certain number of quests to you. It is annoying to have to go back and forth across the entire province (between Anvil and Cheydinhal) to get most of your quests. It is especially glaring when Burz sends you to Water's Edge (that should originate from Leyawiin), or when he sends you to Bravil (that quest should obviously come from the Bravil hall).

Being sent to Bravil for a FG mission is ridiculous! The mission should have originated from the Bravil Guild. And again, with the Water's Edge thing.

Well, the Skingrad guild is heavily into goblin hunting, and can point you to the locations of some goblin lairs. The Leyawiin guild is peripherally involved in the FG quest line, with the Drunk and Disorderly sub-quest. The other guild halls have trainers and smiths.

I guess the Skingrad thing is valid, but why can't there be an actual quest where you go to a Goblin lair with fellow members or something?

Also, the Leyawiin guild is involved in 1 quest, and that's it out of a whole questline?

There are trainers and smiths in every single guild, it doesn't make the whole thing better.
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jason worrell
 
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Post » Thu Aug 23, 2012 1:11 am


I guess the Skingrad thing is valid, but why can't there be an actual quest where you go to a Goblin lair with fellow members or something?

Also, the Leyawiin guild is involved in 1 quest, and that's it out of a whole questline?

There are trainers and smiths in every single guild, it doesn't make the whole thing better.

Well, I wasn't exactly defending the lack of FG side quests. I was merely suggesting that there are "reasons" for going to those other guild halls, so reasonable role-play is supported. :)

I'd say the problem of limited side quests isn't limited to the Fighters Guild. With the Mages Guild, you have exactly one guild-related Recommendation quest from each hall, and after that, with the exception of one rather nasty event involving Bruma, it's unnecessary to ever set foot in a guild hall again. The Dark Brotherhood has only one "optional" quest (two if you count becoming a vampire as a "quest.")
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Dawn Porter
 
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