The guilds in this game are incredably short?

Post » Sun Jun 03, 2012 2:20 am

It literally took just a few quest in each guild to become the master

In Oblivion it took WAYYYYY longer and im disappointed. The guild quests is what kept me going in oblivion

sure when you finish the guild you get never ending quests but they dont mean anything :blush:
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Adriana Lenzo
 
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Post » Sat Jun 02, 2012 7:01 pm

That`s funny because in Oblivion many saw that as incredibly short compared to Morrowind- Which it was. I guess in the next game there won`t even be any Guilds.

So far I have found only 2 Guilds, the Bard`s and the Wizards, i haven`t found any Warrior Guilds or Thieves Guilds.

Guilds really should be a major part of any game, taking a good while to get to Master level, just as in reality.
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Laura-Jayne Lee
 
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Post » Sat Jun 02, 2012 10:27 pm

this game feels more like fallout than an elder scrolls game
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Kayleigh Mcneil
 
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Post » Sat Jun 02, 2012 5:46 pm

Bethesda has decided guild builds annoy the casual passer by, and has dropped them. The modern game is Fallout with the appropriate tools for time and place. You travel about and sample experiences, when bored or sated, you move along.

Oblivion and Morrowind were both more complete games with a more cohesive time and place. But Skyrim is the future.
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El Goose
 
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Post » Sun Jun 03, 2012 1:34 am

It literally took just a few quest in each guild to become the master

In Oblivion it took WAYYYYY longer and im disappointed. The guild quests is what kept me going in oblivion

sure when you finish the guild you get never ending quests but they dont mean anything :blush:
It's wierd you didn't mentioned the main quest. Comparing to Morrowind and Oblivion it's not simply short, it's a micro-quest-line. Even guilds in previous games were much more longer...

I hope DLCs will correct this mistake. It seems Bethesda expected us to play with Radiant Story's quests more then we want to do that. They're not bad, but it's much more interesting playing real quest LINE then simple tasks like "go to somewhere & bring somewhat OR kill someone"
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Elizabeth Lysons
 
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Post » Sat Jun 02, 2012 5:57 pm

as far as guild quests: more is cool. but, factions and consequences or something is better.

morrowind had so many faults i won't begin. skyrim is the best right now. in my opinion.

i might even take the world of skyrim over morrowind and oblivion combined. not sure, yet.
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clelia vega
 
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Post » Sun Jun 03, 2012 12:21 am

The short guild quests, and main quest for that matter, were my biggest disappointments with the game. While the game has tons to do, it's more like a compilation of short stories when I was hoping for a novel or two.

Don't get me wrong, I'm a fan of the game and I'll be playing for some time to come but it isn't perfect. At this point I hope the DLC actually take place in Skyrim and add some major storylines rather than take us to new places for a quick adventure.
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City Swagga
 
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Post » Sat Jun 02, 2012 9:54 pm

as far as guild quests: more is cool. but, factions and consequences or something is better.

morrowind had so many faults i won't begin. skyrim is the best right now. in my opinion.

i might even take the world of skyrim over morrowind and oblivion combined. not sure, yet.

ok..... the quest-line of 1 guild in oblivion is longer than the whole story line in skyrim
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Nitol Ahmed
 
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Post » Sat Jun 02, 2012 10:14 pm

At this point I hope the DLC actually take place in Skyrim and add some major storylines rather than take us to new places for a quick adventure.

Me too! I really hope this is the approach they take with DLC.
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Antonio Gigliotta
 
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Post » Sat Jun 02, 2012 4:38 pm

Bethesda has decided guild builds annoy the casual passer by, and has dropped them. The modern game is Fallout with the appropriate tools for time and place. You travel about and sample experiences, when bored or sated, you move along.

Oblivion and Morrowind were both more complete games with a more cohesive time and place. But Skyrim is the future.

I dont like this future :(

Lets kill it with fire.
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Jade Payton
 
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Post » Sat Jun 02, 2012 8:00 pm

In the next TES you are already the Guild Master of every Guild :D So they don't need to make Quests for it :D
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Sakura Haruno
 
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Post » Sat Jun 02, 2012 9:34 pm

this game feels more like fallout than an elder scrolls game

Fallout had decent writing and a bunch of fun quests though.

Skyrim is like a single player MMO minus a bit of depth.

I love the game, but that's just honesty.
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Tina Tupou
 
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Post » Sat Jun 02, 2012 11:00 pm

It literally took just a few quest in each guild to become the master

In Oblivion it took WAYYYYY longer and im disappointed. The guild quests is what kept me going in oblivion

sure when you finish the guild you get never ending quests but they dont mean anything :blush:

The kind of quests you get in OB are on the same standard, so why are you complaining?
They only made it so you can do these quests forever.
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Suzie Dalziel
 
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Post » Sat Jun 02, 2012 9:54 pm

I hate hatin' on Skyrim, but dear God they were short.
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James Rhead
 
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Post » Sat Jun 02, 2012 1:12 pm

College of Winterhold was too short and boring. Dark Brotherhood was much better IMO. Those are the only two I've completed so far.
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Marine x
 
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Post » Sat Jun 02, 2012 10:22 pm

I love how you become a leader of the companions after 2 quests.
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Charles Weber
 
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Post » Sat Jun 02, 2012 4:08 pm

Bethesda has decided guild builds annoy the casual passer by, and has dropped them. The modern game is Fallout with the appropriate tools for time and place. You travel about and sample experiences, when bored or sated, you move along.

Oblivion and Morrowind were both more complete games with a more cohesive time and place. But Skyrim is the future.

Skyrim has a much more cohesive time and place IMO. Oblivion felt kind of segmented and out of place with the series. It was a very bland world that lacked the culture aspect of the setting that Morrowind had and which returned in Skyrim. Guild quests were disappointingly short in Skyrim but the game overall still had a stronger and more consistent attachment to land/ lore. Oblivion's guilds were archetypical and kind of detached, while Skyrim's had a stronger connection to the rest of the world. Kind of like the great houses in Morrowind although not quite as involved with politics. It's sad they didn't do more with them though, the concept was there for them but they didn't flesh it out and bring them to life, mage college in particular seemed very incomplete.
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Robert Jackson
 
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Post » Sun Jun 03, 2012 2:21 am

what pisses me off is that they made the world better but did nothing, but, regression (unless noob) and less options for everyone else.

how hard is it to understand the word OPTIONS.

as possible, make it so.
the regressions are weak and unacceptable.
stupidity and weak development are not accepted vs a better immersive world.

are u sure we're not getting back to a class system, though, without our actual choice?

smith/enchant/spells/lock arent worthy skills anymore. pole, crossbow, unarmed (which this game is perfectly suited for)

it all equals irrelevancy. do i really need to pick goty between portal2 and skyrim. that is a joke.

if it's irrelevant that i'm a thief. then, why be a thief.?
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pinar
 
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Post » Sat Jun 02, 2012 9:48 pm

this game isnt anything like fallout at all. i dont know where people are getting that idea from. you had to do a hell of a lot more quests to become well liked in the NCR, the BoS required you to four questlines some of which took you to multiple vaults and locations (so actually more than four if you count each vault separately) and that was a "minor" faction that you could skip altogether. i had more quests for the Boomers than i did for the companions and the mages guild. add on to that all the quests in vegas, freeside, the legion if you so desired, House etc. even if there are more overall quests in skyrim they are almost all fetch quests or very short questlines that take me only a few minutes at most not including travelling time (i dont fast travel) fallout NV had far more complicated quests and more importantly more than one way to solve them. wanna fix the food processor you can either repair if you have the skill or go and find the parts somewhere. there is almost none of that in skyrim. skyrims quests just svck. the only advantage skyrim has is that the dungeons are usually more fun to explore.

at least the people that want to do everything on one playthrough got their wish because you can become the head of the mages guild within a few days of joining them, same with the companions. the only guild line that took me longer than a week was the thieves guild because that is the only good questline.
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Lalla Vu
 
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Post » Sun Jun 03, 2012 1:50 am

Tell that to the people [censored]ing that it takes forever to restore the Thieves Guild to its former glory.

Guild MQ > Guild SQ > Guild MQ > Guild SQ > repeat
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Sophh
 
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Post » Sat Jun 02, 2012 12:47 pm

But WHY did Bethesda decide to do it this way? I just don't get it. They put hundreds of side quests into the world, yet they did only have time for about ten quests for each faction? I really don't think it would have been too much work to create double the quests for each faction. I mean, basically most of the time its just "Go into the dungeon, kill all enemies, find the book" or "Enter the place, steal X". I just don't get why they completly deleted ranks in the factions, this was the MOST FUN part of Oblivion. Advancing through the ranks, becoming someone, and actually get recognition for that (fame, rank title in the char menu, NPC responses).
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Sabrina Steige
 
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Post » Sat Jun 02, 2012 9:37 pm

Well I can't see so big difference between Skyrim and Oblivion. Both of them have too few factions and guilds and those they have are absolutely too short. But what I think is made better in Skyrim is that the quests can have different places and npcs when you are playing them with another character. It's also pretty good that in some factions you can continue playing random quests forever after mastering the guild. But truth is I still miss a lot such a factions as Great Houses, Temple and Imperial cult. I wonder why there's no more playable religion based factions?
Spoiler
I also think it's shame to have in Skyrim and Oblivion Dark Brotherhood as only playable assasins faction. Their Sithis-worshiping-Nightmother-cultists are really lame compared to fine faction called Morag Tong. I don't want to be a part of fanatic dead-woman-followers. I just want to kill for money and that's it. I'm sure there are some people who like the DB, so I don't wish them to remove it from next games. I just want to see both assasin factions as playable and competing with each other.
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Angus Poole
 
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Post » Sat Jun 02, 2012 9:56 pm

But WHY did Bethesda decide to do it this way? I just don't get it. They put hundreds of side quests into the world, yet they did only have time for about ten quests for each faction? I really don't think it would have been too much work to create double the quests for each faction. I mean, basically most of the time its just "Go into the dungeon, kill all enemies, find the book" or "Enter the place, steal X". I just don't get why they completly deleted ranks in the factions, this was the MOST FUN part of Oblivion. Advancing through the ranks, becoming someone, and actually get recognition for that (fame, rank title in the char menu, NPC responses).

lol couldn't a put it any better
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no_excuse
 
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Post » Sat Jun 02, 2012 5:36 pm

The College of Winterhold has a lot of minor quests given to you by the people at the school. You can intersperse those with the main guild questline to spread it out.
Oblivion had similar minor quests but you had to do them all (one in each town) before you could even begin the main story about the necromancers.
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Lily Evans
 
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Post » Sat Jun 02, 2012 10:19 am

I mean, basically most of the time its just "Go into the dungeon, kill all enemies, find the book" or "Enter the place, steal X".

That was exactly how it was in Oblivion
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Jesus Lopez
 
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