Worst guild quests of any TES Game?

Post » Wed Nov 30, 2011 6:28 am

The Mage Guilds in Oblivion only had one quest each. It was often just a fetch quest. Or a generic dungeon with an item at the end.

You can still get those here. They're just not required. You can do quests for the orc librarian, several of the instructors, and each of the other students.


Those aren't quests? Thats just garbage those most people like me don't want to do. There was zero progression in either guild. It was the biggest load of crap I've ever had the opprotunity to experiance. Never in a TES game did I expect this. They literally handed you Arch mage and Harbinger so you could do their garbage repeatable quests. You can really tell bethesda relied way to much on their stupid radient story crap. They wrote some REALLY short content, put it in the game, then said "radient will take care of the rest". After all, we are all little 13 year old console kids with short ass attention spans, we won't know the difference right?
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Dewayne Quattlebaum
 
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Post » Wed Nov 30, 2011 3:00 pm

Pretty much what everyone says: The DB questline is among the best in Skyrim factions, and some of it's assassination missions are simply the best we ever had in a TES game. But way too short sadly enough. I'm really kind of wondering what were they thinking, where is the fun in being the top guy after 2 quests? And am I the only one having this weird thing with the thieves guild where after completing it, no npc changes it's reaction? Like not a single one?

At the same time I also think that a lot of quests were done with greater care to details then in previous TES games... But if the cost to that is such a massive cut in the amount of quests... I'm not sure it's worth it... Have you also noticed, and this is probably my main grip with the faction quests in this game, how, mostly, the quests have NOTHING to do with the faction itself? Companion questline? Nothing to do with companion's daily job. Thieves Guild questline? Same, barely touching the thieves guild daily life. At least the DB quests got it right...
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krystal sowten
 
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Post » Wed Nov 30, 2011 9:13 pm

Pretty much what everyone says: The DB questlines are among the best, and some of it's assassination missions are simply the best we ever had in a TES game. But way too short sadly enough. I'm really kind of wondering what were they thinking, where is the fun in being the top guy after 2 quests? And am I the only one having this weird thing with the thieves guild where after completing it, no npc changes it's reaction? Like not a single one?

At the same time I also think that a lot of quests were done with greater care to details then in previous TES games... But if the cost to that is such a massive cut in the amount of quests... I'm not sure it's worth it... Have you also noticed, and this is probably my main grip with the faction quests in this game, how, mostly, the quests have NOTHING to do with the faction itself? Companion questline? Nothing to do with companion's daily job. Thieves Guild questline? Same, barely touching the thieves guild daily life. At least the DB quests got it right...


I really wanted to like skyrim. I tried my best, there were things I liked and things they improved. This game is NO LONGER an RPG, its an ACTION game. Its 100% combat oriented, there is little story content involved anymore. After coming off of dark souls, a completly flawless game with no bugs in it at all really, certainly nothing that breaks the game in any way, skyrim is a wreck. You can totally tell, they rushed this game out the door. This game wasn't babyed the way dark souls was. They made a fancy little release date, and then tried to stuff in as much as they could.

This game is worse than Oblivion. And from now on, I am done. Good thing I didn't have to purchase it. If I ever see todd howard irl, I will spit in his face for being such a sellout.
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Frank Firefly
 
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Post » Wed Nov 30, 2011 2:27 pm

To the people that say this game is god awful garbage, terrible, rushed, etc etc.

...Have you even played it? Seriously? Or have you played some kind of godlike, perfect game that only you have played, and everything else is ruined for you?
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Judy Lynch
 
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Post » Wed Nov 30, 2011 2:16 pm

To the people that say this game is god awful garbage, terrible, rushed, etc etc.

...Have you even played it? Seriously? Or have you played some kind of godlike, perfect game that only you have played, and everything else is ruined for you?


Have you played it? Have you played all the other previous TES games? I have, so if you havn't I think I have a little more retrospect on the issue than you do. The game was rushed out the door to meet their fancy release date, bethesda is a sellout company now. They are the COD of RPGS. At least cod can be called a shooter in its genre, skyrim is not an rpg. Its just an action game. I never do the main quest, I only do the guilds. The guilds have what, 5 quests each, some less, before you are at the top, and the quest is done. Thats garbage.
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Steeeph
 
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Post » Wed Nov 30, 2011 9:54 pm

*snip*

And from now on, I am done. Good thing I didn't have to purchase it. If I ever see todd howard irl, I will spit in his face for being such a sellout.


Wow. With a comment like that I'm glad to see you go--have fun with Dark Souls.

This man is secretly not a fish--he's Casey Lynch.
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Ashley Campos
 
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Post » Wed Nov 30, 2011 9:10 am

And guess what? Most of the Guild quests in Oblivion were "Run through dungeon, kill things, bring back mostly pointless object, get generic reward."

Also...This game is a CoD? This game isn't some freaking overhyped map pack. And this wasn't shoved out in a year.


Edit: And yes, I have played the previous games. Starting with Morrowind, to Oblivion, to switching back and forth between the two, to Skyrim.
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Marion Geneste
 
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Post » Wed Nov 30, 2011 11:49 am

After coming off of dark souls, a completly flawless game with no bugs in it at all really, certainly nothing that breaks the game in any way, skyrim is a wreck. You can totally tell, they rushed this game out the door. This game wasn't babyed the way dark souls was.


I'm no programmer but I believe Dark Souls has way less parameters to be handled? It's a much smaller game, with less variables, it's kinda like saying Uncharted 3 has way less bugs, yeh sure...

The world itself is crafted with such care it's hard to say it was rushed. I think the problem is the focus. Most faction quests actually feel less generic then before, the dungeons are way superior to anything Oblivion had. But it came with a cost that is hard to swallow, for me at least. I started playing the TES games in 1996 when Daggerfall came out. You had like what, 40-50 factions to join? Had to do like... 20 quests to raise to the top? But the factions were generic and so were the quests... And the dungeons. And now we have 6-7 factions, that each have 5-6 non generic quests.... Somehow I'd rather have something in between if they aren't capable of raising the quality of quests and the numbers... I mean what next... In TES:VI we will have 4 factions with 3 stunning and amazing quests?....
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Leanne Molloy
 
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Post » Wed Nov 30, 2011 9:56 am

The main guild quest lines are extremely short (but good, I loved the Companions quest line) however they are made up for by the radiant quests they give out indefinitely afterwards.
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luke trodden
 
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Post » Wed Nov 30, 2011 11:58 am

I'm no programmer but I believe Dark Souls has way less parameters to be handled? It's a much smaller game, with less variables, it's kinda like saying Uncharted 3 has way less bugs, yeh sure...

The world itself is crafted with such care it's hard to say it was rushed. I think the problem is the focus. Most faction quests actually feel less generic then before, the dungeons are way superior to anything Oblivion had. But it came with a cost that is hard to swallow, for me at least. I started playing the TES games in 1996 when Daggerfall came out. You had like what, 40-50 factions to join? Had to do like... 20 quests to raise to the top? But the factions were generic and so were the quests... And the dungeons. And now we have 6-7 factions, that each have 5-6 non generic quests.... Somehow I'd rather have something in between if they aren't capable of raising the quality of quests and the numbers... I mean what next... In TES:VI we will have 4 factions with 3 stunning and amazing quests?....


I thought the Radiant Story was going to hit the balance between generic "Filler" quests and the notable "Faction/Story Advancement" quests... I guess I was wrong. Maybe the quests would have been better if they spread the quests out a bit more...
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Mr. Ray
 
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Post » Wed Nov 30, 2011 8:57 am

I wish idiots would not spout spoilers all over the place. I've been here two hours and I've had doofuses spoil two major plot lines.



Leechman your a D*#%K your in the SPOILERS post
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W E I R D
 
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Post » Wed Nov 30, 2011 5:48 pm

Leechman your a D*#%K your in the SPOILERS post

Does it not occur to you that the comment was made before this thread was moved to this section?

Most threads in here are started in the General section.
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carly mcdonough
 
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Post » Wed Nov 30, 2011 2:34 pm

Concerning the random generated quests... They are a very good addition... But that's it... They should have been here to *ADD* more content not to replace content... Am I supposed to artificially do all 8 thieves guild random quests twice before starting the main questline to feel a sense of progression within the guild? Sounds just bad ^^ This radiant quest thing should really be a way of still having to do something after you've completed all faction's quests.
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Mélida Brunet
 
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Post » Wed Nov 30, 2011 7:40 pm

I just became a bard. I couldn't do that in Oblivion. :)

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Brian LeHury
 
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Post » Wed Nov 30, 2011 12:35 pm

I have to admit I too was pretty disappointed with the length of the CoW questline. I will say that the quests were individually awesome and I love the isolated feel of the faction itself, but I was absolutely stunned when it was all over. No sense of progression (ranks) and suddenly I'm the Arch-Mage. I was only wanting to progress a bit of the way up, but the quests svcked me in and then the ending spat me out. Went ahead and deleted my mage because I didn't want to be the Arch-Mage and couldn't really come up with some plausible story for him going off and roaming Skyrim and leaving the College to fend for itself.

I'll come back to it with another character, but I'll only do the first couple quests and then slide over to the radiant quests. Make my fledgling mage do some work before you drop the Arch-Mage's cloak on his shoulders. So far with my new character I've stayed clear of all the major faction quest lines as I'm afraid to get my character boxed into a role I'm not mentally ready for.
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Rachel Eloise Getoutofmyface
 
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Post » Wed Nov 30, 2011 4:53 pm

I'll come back to it with another character, but I'll only do the first couple quests and then slide over to the radiant quests. Make my fledgling mage do some work before you drop the Arch-Mage's cloak on his shoulders. So far with my new character I've stayed clear of all the major faction quest lines as I'm afraid to get my character boxed into a role I'm not mentally ready for.


From a role play perspective what they force you to accept in the companion quest line and thieves guild quest line is way worst then becoming an archmage... Just a warning since you seem quite RP... The thieves guild especially asks so much from your character I was quite shocked not having an option to refuse ( you can't continue the quests if you do). I mean, literally, my character's soul is pretty much screwed completely from completing both of these factions : / While there is a remedy for what the companion quests forces on you, there is none for what the thieves guild does.
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Nick Tyler
 
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Post » Wed Nov 30, 2011 9:40 am

So i have just now finished the college of winterhold and become archmage... I have also completed the companions on a different character. So far, I am disgusted with how short they are. DISGUSTED. Literally what, 3 or 4 quests and I am the arch mage? Wtf is that? Theres not even any ranks? And dont forget the companions, 1 quest, boom, you find out the whole circle is werewolves. 2nd quest boom, they let you join the circle. A few more quests, boom, your done.

In the time it took to do every assosiate job in Oblivion, I could finish both the companions and the college of winterhold. I am actually scared to try the dark brotherhood now. If its gonna be 5 missions till I am the top of the heap, [censored] it. I could care less if the game can keep generating useless content for me. I felt like the game literally handed me arch mage and harbinger, I didnt need to work for it at all. I am only lvl 15, dont even have a skill over 65, yet i am archmage?

I can't remember a thing about Arena, Daggerfall was certainly way longer, Morrowind definatly, and Oblivion as well, even though I hated their mages guild. TES 5 Skyrim, the worst guild quests ever. I cannot believe how [censored] short they are. I could care less about any of the stupid random fetch quests from the npcs, the main guilds have always been the bread and butter of the game for me.

Is anyone else totally disappointed about the lack of content here?


None of the quest lines warrant many quests. So there aren't any. If you really think they were too short, you could, you know, do some of the radiant quests.
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Oyuki Manson Lavey
 
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Post » Wed Nov 30, 2011 1:33 pm

The actual story questlines are short. But you can do quests for all the subordinats in each guild. So there is actually plenty of quests to do. But if you only do the main questline for each guild, you'll be done i a few hours.
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Lauren Graves
 
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Post » Wed Nov 30, 2011 8:36 am

It's not even half of the length of Oblivion's Mages' Guild. It's a huge disappointment, since guilds were responsible for a very large portion of the fun of TES. This is slowly becoming one of those games in which you can only follow a singular line of quests until you reach the end and finish it.
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Craig Martin
 
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Post » Wed Nov 30, 2011 9:25 pm

The actual story questlines are short. But you can do quests for all the subordinats in each guild. So there is actually plenty of quests to do. But if you only do the main questline for each guild, you'll be done i a few hours.


With that in mind, then, perhaps it would not be too much of a struggle for Modders to add 'experience/reputation' with each Guild based on the Radiant Quests-- i.e., 'Sorry you're not suitable for what I need-- go prove yourself'. Player does 5-10 Radient Quests, and goes back, 'Oh, I see, yes, you look to be able to handle yourself-- perhaps you can help me'. It would at least make the stories feel longer, since you are not immediately able to do the next one.
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scorpion972
 
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Post » Wed Nov 30, 2011 1:53 pm

Maybe they can add some through DLC?

I like the College of Winterhold quests so far though
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Chris Duncan
 
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Post » Wed Nov 30, 2011 4:22 pm

With that in mind, then, perhaps it would not be too much of a struggle for Modders to add 'experience/reputation' with each Guild based on the Radiant Quests-- i.e., 'Sorry you're not suitable for what I need-- go prove yourself'. Player does 5-10 Radient Quests, and goes back, 'Oh, I see, yes, you look to be able to handle yourself-- perhaps you can help me'. It would at least make the stories feel longer, since you are not immediately able to do the next one.

That hardly extends the storyline or makes it more interesting. You're pretty much taking a pause on it to do something else.
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Hot
 
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Post » Wed Nov 30, 2011 9:05 am

It's not even half of the length of Oblivion's Mages' Guild. It's a huge disappointment, since guilds were responsible for a very large portion of the fun of TES. This is slowly becoming one of those games in which you can only follow a singular line of quests until you reach the end and finish it.


actually there is much more quests than for the mage guild in oblivion
it's just sidequests and mainquest now in every guild
in oblivion you had do to every [censored] job to even get to the mainquest (mannimarco plot)
and there are so many epic sidequests for the mageguild in skyrim like: all the master spells; the dwemer mystery questline etc.
+ you cannot even compare the dungeon length to oblivion
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Ross Zombie
 
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Post » Wed Nov 30, 2011 7:51 pm

That hardly extends the storyline or makes it more interesting. You're pretty much taking a pause on it to do something else.


That's basically what I meant-- but the pause would be worked into the story in such a way it FEELS like you are doing more to progress-- I am not actually talking about making the storyline itself longer or more interesting, but rather about making the time between quests in the storyline longer, so that it does not feel so much like you come in and are put to the top instantly. Obviously nothing would really change, but the feel of it would, I think-- even if it is just through padding.
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Emily Shackleton
 
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Post » Wed Nov 30, 2011 7:56 am

That hardly extends the storyline or makes it more interesting. You're pretty much taking a pause on it to do something else.



60% of the questlines in the old games were just "busywork" to prove your worth. Now they let you skip all that or do it when you want.
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Zach Hunter
 
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