Do you want to lower the ceiling (max attainable rank) for s

Post » Wed May 26, 2010 6:48 am

It would be nice if final guild quests at least gave you the choice of taking the leadership role or appointing someone else that you deemed worthy of the title, etc.


I vote for this idea.
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Sabrina Schwarz
 
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Post » Wed May 26, 2010 2:44 pm

*snip*


*snip*

Solid ideas/points from both of you.
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matt
 
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Post » Wed May 26, 2010 6:07 am

It would be nice if final guild quests at least gave you the choice of taking the leadership role or appointing someone else that you deemed worthy of the title, etc.

I doubt we will get another "head of every guild" situation in Skyrim. Advancing in one guild should create conflicts to your advancement (or membership at all) in opposing guilds. And with the civil war setting, this kind of predicament is likely. So even if we do become head of a guild, at least it will be a little less absurd than in Oblivion.
I agree. You should be given a choice if you want to be the head or not. If so, then there should be tons of work that you must do for the guild constantly, which most people wouldn't want to due. It could be scripted constant things like must pay guild fees to empire or whoever once a month and review all paperwork, etc.... Most people don't want to do that, and so they'll opt out and just pick with the next lowest rank that doesn't have those responsibilities.

And I hope you can't be the head of every guild either.
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Margarita Diaz
 
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Post » Wed May 26, 2010 7:30 am

My roleplay experience is defined by the fact that I like to play a nothing-type character. If by some odd act of nature, if you could walk your character through my game, you'd walk right by me and never notice. Because I like to play low-key and get down and dirty. I'm a thief, not a warlord. I don't want to be the Gray Fox. I don't want your guild head - I want your low, petty ranks. Which is where the most work would be, realistically. You could put me somewhere like three ranks up, give me two compadres to work under me ("Hey. We po'. Go steal sumfin." "Okay.") and let me manage that. Add in some guild dues (In the Thieves Guild, one would suppose that a person in charge of thieves would be paying a cut to the guild otherwise it would seem odd that I'm basically a mini-guild of my own) for me to worry about, the occasional blunder on the part of my grunts and have to sneak/pay them out of jail, and stuff like that.

THAT would amuse me more than anything a quest line can give me. Give me something that can stand alone, and last forever. I'd rather spend my Thieves' Guild experience taking repeat missions/boring orders than heading it and doing absolutely nothing.



(Also, I'm gonna go into detail about my dream mod - the two compadres I mentioned earlier. It would be absolutely solid gold in my book, to get a certain rank in the guild and be assigned two novice thieves who work under my authority. You send them out for a night of good honest work, and when they come back they give you a random assortment of generic [censored], and you pay them a small piece up front. You then proceed to find someone to fence that stuff to ((Think, a warehouse owner who sells the goods to unsuspecting merchants.)) so as to make your cut. Yeah. I seriously want that.)


exactly. especially the part with standalone
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^~LIL B0NE5~^
 
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Post » Wed May 26, 2010 8:25 pm

Yes of course, I would also like if guilds had multiple paths that could lead to different ranks.
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TIhIsmc L Griot
 
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Post » Wed May 26, 2010 4:47 am

I actually like being the Master or Archmage or whatever...however I do think you should have more responsibilities once youi reach the top, as far as I know in Fable III becoming king is half of the story, the other half is after being king, so your duties etc...and I think that if well done it could actually be pretty cool, and you would feel as the leader.
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Tanika O'Connell
 
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Post » Wed May 26, 2010 12:11 pm

I think they over did it in Oblivion. I remember after becoming the leader of 3 guilds, I started seeing where that was going on. It was a long process to become the leader of the guilds. But by joining all these guilds, the rules sort of overlap each other. For example the thieves guild and their no kill policy conflicted morally with the Dark Brotherhood and their kill everything in your way policy. I think when making Oblivion they didn't expect people to just join the mages guild, fighters guild, thieves guild, etc., etc. all at the same time. Why would your assassin join the Mage's guild? Or why would a barbarian join the Thieves guild? Each guild was made for different kind of characters, so when you completed the quest it felt more justifiable to be the leader.

I think in Skyrim they should make it to where there are pre-requirements to join a guild. IE: must be skilled with a bow or have high sneak to join thieves guild. To see if you meet the requirements they could send you on a quest that would be difficult without those skills. That will keep all the posers out. :P
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Samantha Wood
 
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Post » Wed May 26, 2010 7:09 pm

Not really, I'm a hardcoe RPer, but I dont act out my character physically.


I am being metaphorical and referring to playing out your character by pretending to be something that isn't allowed or recognized by the game world.
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Lynette Wilson
 
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Post » Wed May 26, 2010 10:36 am

I like being at the head of each guild, although it does feel like an empty role but its not like I would want Elder Scrolls to turn into a guild management game anyways.

The biggest problem IMO is that as an Archmage I can walk into the Arcane University and hear "Ah, you must be the Arcane University's newest addition. This humble Battlemage bids you welcome." The NPCs need to react properly to the status of the person they're encountering
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Pixie
 
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Post » Wed May 26, 2010 1:04 pm

No, I think the possibility should always be there, but unlike in oblivion, it should not be part of a linear questline. It should be much more like morrowind, where you were never compelled to lead a guild, but had the option of challenging the leader. At least thats the way it worked in Fighters and Mages guild, I never did play the Thieves guild.

Edit:
And most importantly they MUST give us back skill and reputation requirements for entry and continued advancement within a guild. I found it ridiculous in Oblivion that you could join guilds that would be seemingly completely opposed to each other ideologically and rule them both. Or that my fighter/tank character could become archmage without ever casting a spell. It was absurd.
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Project
 
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Post » Wed May 26, 2010 11:29 am

As long as it fits the storyline.

However, I think that you should not be able to attain every top office of every guild. especial if they conflict (hate each other).
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Kyra
 
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