Thieves Guild Armor - You've got to be kidding me

Post » Wed Jun 20, 2012 1:13 am

Playing the game so far... I read items in the Help section, so as to better educate myself in the game's mechanics. I started acquiring and saving as much gold as I could... buying items only if they were a true and significant upgrade, but keeping what I had and using them just fine. As a Thief, I specialized in skills that would benefit a Thief, and used and created items that did the same...Potions, etc. Was easy to figure out that one could take any items and sell them to gain money. At one point only had 300 gold.... and in less than a day had 1,000 gold. Did this along with acquiring and selling high-end items. Even utilized hiring a NPC, which allowed me to give them items- which was basically giving me the ability to collect and carry more to sell later.

Long story short.... made enough gold in a short time to buy a House. A House in which I can store any items and retrieve them later at any time.
Used an NPC to carry items... if they died, even did the very long trek, carrying more than my stamina allowed on long, grueling slow walks after getting the items back from them to sell.

Longer story short.... hate to be sounding so negative and cruel, but you did sell the armor. Everything in the game is choice based, and that was your choice. Just like as a Thief, if I take a Thief job then decide not to do it.... it is gone (except from saying I did in my journal). Hate that I cannot go back and do those specific jobs... as they change.... but that was the choice I made. Sometimes svcks...but I'll take a Free Will styled game any day over cookie cutter.
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Flutterby
 
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Post » Wed Jun 20, 2012 3:12 am

It's pretty much your fault if you sold your armor. Why anyone would sell such a great armor (especially for thief characters early in the game) is beyond me.
I guess you just don't deserve to be the Guild Master then.


Because Nightingale is about 50 times better?

EDIT just read this whole thread and the majority of you are rather stupid, OP's made it clear that he considered the Nightingale armor to be better looking, and did most of the guild quests in that, whilst wearing Daedric outside of the guild. It's also threw me a little when I recieved the Nightingale set, considering its looks I thought this would be the endgame thief armor, so why the need to hold on to the basic set? Luckily I'm a hoarder so I don't suffer OP's problem.
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Sophh
 
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Post » Wed Jun 20, 2012 2:59 am

The real question is did you use the hood while you sold the rest?
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Julie Serebrekoff
 
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Post » Wed Jun 20, 2012 3:59 am

it pains me to see bioware fan levels of blind defense in this thread...

a quest being indefinitely suspended because an item of no stated importance is no longer in your inventory is not a damn "consequence", its a broken quest.

remember the rusty dagger in morrowind? that was clever, and i actually really liked that you could lose it. that was the whole point; you would never think twice about a useless old dagger, so if you lost it it was basically a lesson in not judging a book by its cover. of course in morrowind, every quest item was disposable, and the rusty dagger was implemented with the intent of making you think it was worthless.

in skyrim where every giants toe and wine bottle is super-glued to your inventory on the off chance that you later run into a quest the uses it for some minor purpose, where the only reason the item is important is because it is needed for a trade you were never told about or that is even important to anything but getting slightly better armor, it doesnt exactly work.

players should be accountable for their actions, but skyrim does not hold you accountable for any other item anywhere else in the game, so why on earth should we be expected to suffer the consequences in this one instance where the consequence really has nothing to do with your conscience actions? you are never told the armor is needed later, and it really isnt needed for anything; it isnt special or important, it is just a requirement for for a certain stage in the questline; that is how you know it is an oversight. there is no way the game could be intentionally designed to hold your hand the way it is does than suddenly leave a questline stopped because of some just-invented trade that just assumes you have been wearing the armor the whole time... i cant believe i even have to say that. you dont ever need the upgrade. it isnt important to anything, and has nothing to do with the rest of the questline... and is in fact made obsolete with yet another upgrade near the end. how anyone can possibly believe this consequence is intentional and acceptable is operating on some level of twilight zone logic that i will never understand...

Your argument is completely hypocritical. You state how the Dagger in Morrowind was clever... and that losing it meant you lost the quest. And that you have no way of knowing that it was meant for a quest, until later.... and then one might wish they had not gotten rid of it. And that is ok.
But one freely chooses to sell good armor... armor that is good in and of it's own right... choosing to get something else.... then discovering later that they should have kept it because a quest is desired to be met requires it.... is not? IT'S THE SAME THING!
Just because one appears to be rusty, old and useless.... and another appears to be good (and of value even mind you)...determines whether a quest mechanic is broken because YOU (player choice) got rid of it? How is one different than the other?
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Kevan Olson
 
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Post » Tue Jun 19, 2012 10:41 pm

It was an incredibly stupid idea to require armor recieved at the opening of the questline to finish it.
this
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Jaki Birch
 
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Post » Wed Jun 20, 2012 2:28 am

Up above there is a post by a guy named "frotality". You should read it first, and then delete your post in shame.

No. I just have a different point of view than you and frotality. Skyrim needs more, not less of these types of consequences for your actions. And I don't buy the argument that the game didn't give enough hints that the item may be important later on. I save every unique item in a chest at home for just this reason. Never know when it might be important at some point.
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Emma-Jane Merrin
 
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Post » Wed Jun 20, 2012 5:19 am

I remember in Morrowind on the Xbox when I accidentally ate the ebony I needed for that one quest. I just had a good long laugh, and kept on my way doing quests and stuff.
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Ryan Lutz
 
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Post » Wed Jun 20, 2012 3:04 am

No. I just have a different point of view than you and frotality. Skyrim needs more, not less of these types of consequences for your actions.

This isn't a "consequence for your actions". This is Bethesda [censored] up.
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jessica breen
 
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Post » Tue Jun 19, 2012 11:52 pm

This isn't a "consequence for your actions". This is Bethesda [censored] up.

Agree more with 'consequences for your actions' needs upping.... not Bethesada F-upping.
Is more like the games of old... talking RPG games where you you typed your actions like 'Go north', 'pick up axe', games like Wizardry even... when, if your player died.... they died. Had to reroll and start over.... or try and resurrect them. THOSE were games of consequences... love them. Bethesda needs more of it.
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Del Arte
 
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Post » Wed Jun 20, 2012 7:00 am

Agree more with 'consequences for your actions' needs upping.... not Bethesada F-upping.
Is more like the games of old... talking RPG games where you you typed your actions like 'Go north', 'pick up axe', games like Wizardry even... when, if your player died.... they died. Had to reroll and start over.... or try and resurrect them. THOSE were games of consequences... love them. Bethesda needs more of it.

I think the difference here in people's minds is that those games made it more obvious what was a direct player choice consequence.
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Danny Blight
 
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Post » Tue Jun 19, 2012 6:42 pm

I think the difference here in people's minds is that those games made it more obvious what was a direct player choice consequence.
LOL actually, no. IMO they were the same... if not even moreso- or rather less so obvious. One had no idea that something might be needed... and you could spend hours or days ripping your hair out trying to figure things out. LOL
I think you are right in a sense though, it is a mindset thing. Given that the game is more akin to current console-type games (not dissing the PC guys) they think of things as being very Linear. Get this item, it will be used for this later because it says so, go to next thing... do it, go to next thing, do it, go to next complete quest.
Here... it is non-linear.... just like life.
Biggest difference being... in Skyrim.... you can start a new character to make the better appropriate choice you did not earlier.
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louise tagg
 
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Post » Tue Jun 19, 2012 9:37 pm

This isn't a "consequence for your actions". This is Bethesda [censored] up.

You say potato, I say patahto . . . besides, the OP's main complaint was that he couldn't get 100% on his trophies. Trophies are silly in a single player PvE game anyway, so what's the big deal.
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Farrah Barry
 
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Post » Wed Jun 20, 2012 4:32 am

Uh, my very first character completed all of the TG storyline quests besides turning in his armor (it was in a chest in Whiterun). There's something more you need to do that you're missing. Upgrading a piece of TG armor is NOT a requirement to proceed. Although you Berenziah mark for "becoming a full member" may not get checked (didn't for me), you can still move along. I've the (nicest) armor in the game to prove it. ;)
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Ellie English
 
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Post » Wed Jun 20, 2012 3:36 am

According to Beth it isn't a bug and they are not going to fix it because nothing is broken.

Got a link to this as evidence?
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I love YOu
 
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Post » Tue Jun 19, 2012 6:40 pm

I remember in Morrowind on the Xbox when I accidentally ate the ebony I needed for that one quest. I just had a good long laugh, and kept on my way doing quests and stuff.

I laughed outloud at that. One of the most annoying things about the Morrowind controls was accidently eating things. I have accidently eaten pearls and diamonds, but never ebony. Did it break your teeth? :)
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Roddy
 
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Post » Tue Jun 19, 2012 6:40 pm

Quest items don't count towards encumberance. They're treated as if they weighted 0.

Maybe thats why they didnt flag it as a quest item - if it was, you would have armour that doesnt weigh anything?

You should be able to pay a penalty (in gold) for selling your gear in order to progress the quest.
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Tom
 
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Post » Wed Jun 20, 2012 8:31 am

Man, the people in here are really funny..If the quest was designed in such a way that there would be consequences for selling the thieves guild armor then Tonilia would not be stuck in and endless loop about repairing armor...

Bottom line....she is lost as a fence forever and can no longer function other than asking about thieves guild armor



Doesn't take a rocket scientist to see the bug in this quest, but I see we have quite a few im here below the burger flipper Mendoza line of intelligence so I will spell it out

BUGS not equal CONSEQUENCES
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Breautiful
 
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Post » Tue Jun 19, 2012 6:34 pm

According to Beth it isn't a bug and they are not going to fix it because nothing is broken.
Linky linky, or those are empty words on the way to lie-town.
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Carlos Rojas
 
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Post » Tue Jun 19, 2012 9:15 pm

While the system of forcing the player to hold on to quest items, even when the player doesn't know they're quest items, is completely idiotic, the OP is right to complain. Obviously, the armor was a unique quest item and should have been flagged as such. This is what makes Skyrim so inconsistent because the player never knows what he/she should hold onto or not, so you end up hoarding everything.

And it's such a simple function for the developers to add to the quest.

"Do you have your armor to upgrade?"

*Engine checks the player's inventory, it's not there...*

"Okay, well you'll have to buy another set. Come back when you have the gold."

DONE. Why, Bethesda?! :mad:
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Lindsay Dunn
 
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Post » Wed Jun 20, 2012 9:05 am

No, the entire game should be like this.
If you want to sell off the unique item with the unique model and the unique name, that is your business.

There used to be a time, a decade and a half ago or so, where I would be able to say: This is how RPG's work.
Sadly, this is no longer the case and incessant hand-holding has become the norm.

That being said, I also agree with the poster above me.
It is a bit baffling as to why you cannot get the armour again, possibly with the penalty that this time you have to buy it.
I also dont think it would be that hard to have unique items simply not despawn from a vendors inventory.
Then all you have to do is remember who you sold it to.
I did that once with the package that started the main quest in Morrowind.
It was actually a sort of fun unscripted quest for me to figure out what merchant I sold it to.
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Star Dunkels Macmillan
 
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Post » Tue Jun 19, 2012 7:16 pm

The problem is we are playing under the assumption that all quest items are unsellable because that's what we are presented. Either mark ALL quest items or none not "most".
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Lavender Brown
 
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Post » Wed Jun 20, 2012 1:38 am

Alright. I looked through the last 5 pages of threads, and couldn't find anything talking about this. I'm sorry for the rant, but I'm severely pissed off.

Please, someone, tell me why you are allowed to sell your Thieves Guild Armor if it's technically a QUEST ITEM?! I just became the Thieves Guild Master, I'm well over 100 hours into the game, and I cannot unlock the achievement for "Returning the Thieves Guild to its former glory" because I cannot re-acquire the Guild Armor necessary to turn into Tonila.

Why in the hell would you make it so I can sell it if its obviously necessary to completing one of the 4 main guild quests?!

I really love this game, but if you seriously expect me to fully replay through it just to keep the armor you've got to be joking.

Please, for the love of God and all great things in Skyrim, release a DLC where you can, by some way, re-acquire the Thieves Guild Armor. This is a glaring issue that has screwed up a lot of people's playthroughs. I pride myself in getting every achievement in one playthrough (did it with Oblivion, would really love to do it with Skyrim) but this is just a joke.

Again, sorry if this has already been posted, and sorry for the bad language in the rant, but I cannot believe I just spent the past 3 weeks doing Thieves Guild quests from Delvin and Vex, have just become the Thieves Guild Master, and am now required to turn in armor that I do not have and cannot obtain again. Moreover, I cannot believe these past 100 hours have been spent so I can only obtain 970/1000 achievement points. At least the players on PC can download a mod to gain the armor again. Us 360 and PS3 owners are screwed.

What really blows is you won’t be able to get the Nightingale armor set on this character
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Loane
 
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Post » Wed Jun 20, 2012 3:32 am

Agree more with 'consequences for your actions' needs upping.... not Bethesada F-upping.
Is more like the games of old... talking RPG games where you you typed your actions like 'Go north', 'pick up axe', games like Wizardry even... when, if your player died.... they died. Had to reroll and start over.... or try and resurrect them. THOSE were games of consequences... love them. Bethesda needs more of it.
There's a very good reason why those kinds of games aren't made anymore (hint: they're not very fun).
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jason worrell
 
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Post » Wed Jun 20, 2012 6:30 am

Your own fault. Not all of us would appreciate the annoyance of having four pieces of armour remaining in our inventory for the duration of the thieves guild questline. Besides, weightless sneak armour? How out of balance would that be?
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sexy zara
 
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Post » Wed Jun 20, 2012 1:20 am

...an Elder Scroll are stuck in my inventory for eternity doing nothing because of that crap.
You might want to try talking to the librarian at the College of Winterhold to offload the scroll.
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Steven Nicholson
 
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