Thieves Guild, Nocturnal, hey u didnt ask me if i want to be

Post » Wed Jun 06, 2012 6:32 pm

She didn't ask me either.
User avatar
Nims
 
Posts: 3352
Joined: Thu Jun 07, 2007 3:29 pm

Post » Wed Jun 06, 2012 11:03 am

Also, i would like to add on. There should be another option besides becoming a nightingale. So you are the dragonborn, you can take down mercer. You have akatosh and (prolly other daedras) on your back.

Unless Karliah says 'You cannot kill mercer because he is invulnerable, since he is a nightingale and you are not. Only way to kill him is to become a nightingale'.

That, if she did say that, i can accept. But she didnt say it, so i m assuming that Mercer can be killed even though you aint a nightingale. Dont get me wrong, i love the armor and skills, but nocturnal is a ****

One thing I don't get about Nocturnal's whole Trinity thing is why they would do Crescent, Half, and Full Moons. Why not a New Moon?

Also, for RP purposes, I rationalized that Mercer is protected against people who aren't Nightingales now that he has the Skeleton Key, hence the need to go through with the ritual.

I don't really mind Nocturnal though. Skyrim's my first Elder Scrolls game, so I don't know what's she's been like in the past, but I do like her, Azura, Hircine, and Meridia (though both she and Nocturnal are both rather rude).

EDIT: Forgot a clause
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Wed Jun 06, 2012 9:32 pm

One thing I don't get about Nocturnal's whole Trinity thing is why they would do Crescent, Half, and Full Moons. Why not a New Moon?

Also, for RP purposes, I rationalized that Mercer is protected against people who aren't Nightingales, hence the need to go through with the ritual.

I don't really mind Nocturnal though. Skyrim's my first Elder Scrolls game, so I don't know what's she's been like in the past, but I do like her, Azura, Hircine, and Meridia (though both she and Nocturnal are both rather rude).

that could explain why it is needed to go through the trials. I just dont like Nocturnal. Dont know why, i cant explain it. Sometimes, you cant find a reason for disliking somebody. Maybe nocturnal is rude to me?

Btw, who voiced Karliah? In the game, i think Karliah's voice is the best. I cant find any other npc that talks like her.
User avatar
Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Wed Jun 06, 2012 10:38 am

that could explain why it is needed to go through the trials. I just dont like Nocturnal. Dont know why, i cant explain it. Sometimes, you cant find a reason for disliking somebody. Maybe nocturnal is rude to me?

Btw, who voiced Karliah? In the game, i think Karliah's voice is the best. I cant find any other npc that talks like her.

Moira Quirk.

I forgot to mention that Mercer's only protected because he's in possession of the Skeleton Key. Even though that thought is kinda flimsy because he can clearly use it against Nightingales.
User avatar
Ana Torrecilla Cabeza
 
Posts: 3427
Joined: Wed Jun 28, 2006 6:15 pm

Post » Wed Jun 06, 2012 12:48 pm

Main quest: Hey, I didn't want to enroll into the college, I'm just here to speak with someone knowledgeable in lore!

Companion quest: Hey, why I should turn into a furry, smelly beast!?! I don't want to!

...and so on...
User avatar
x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm

Post » Wed Jun 06, 2012 7:09 pm

the lack of choices in several storylines is for me one of the only real downsides of skyrim
and it isn't only thievesguild , same goes for
the companions ( i m a good guy not a darn werewolf)
dark brotherhood , why do i need to go and kill all those innocent people i only want to assasinate the emperor and why do i need to assasinate a woman on her wedding someone who even helped me once)
the paarthuunax blade dillema we all know so well
some of the daedric prices quests
and some others i forgot

nah like i said probably only downside in this whole game , lack of more choices
User avatar
noa zarfati
 
Posts: 3410
Joined: Sun Apr 15, 2007 5:54 am

Post » Wed Jun 06, 2012 10:10 am

Main quest: Hey, I didn't want to enroll into the college, I'm just here to speak with someone knowledgeable in lore!

Companion quest: Hey, why I should turn into a furry, smelly beast!?! I don't want to!

...and so on...

I don't have a problem with them not letting you join the Circle without becoming a werewolf. That had become a bit of a tradition for the Companions, so it makes sense. However, I think that it would have been better if you could continue to get non-Radiant missions in the Companions even if you do decide not to become Moonborn. Just have Kodlak give you more work or something like that.

You don't actually have to join the College for the main quest though, and I'm not even talking about meta gaming.
User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Wed Jun 06, 2012 4:33 pm

You don't have to be Nocturnal's plaything, just sign up and be a Nightingale and forget about it.
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Wed Jun 06, 2012 10:01 am

The problem for me isn't so much that you have to do it to complete the quest, it's the execution of you having to do it. You can't voice any protests about it to Karliah to have her explain that you really do have to go through with this or that the Guild's always had three of its top members as Nightingales. It just seems a bit rushed and vague not out of an organic way of fleshing out the story, but just out rushing it.

Also, the problem with your argument is that if I walk in on a room with my friends doing drugs, and I don't want to join them in doing drugs, my leaving doesn't make my friends sit there forever waiting for me to show up again.

Why is everyone complaining about becoming a Nightingale, Besides Noctournal is the Daedra of luck *hint hint*
User avatar
Samantha Mitchell
 
Posts: 3459
Joined: Mon Nov 13, 2006 8:33 pm

Post » Wed Jun 06, 2012 7:18 pm

I agree, it's total and utter garbage. Fragging morons made everything to do with the TG.

I did the hideous Tg quest for the trophies. The worst trophies and quests I ever did.
I had a new appreciation for the hideous and stupid Caesers Legion in Fallout New Vegas after that.
I realised they're better written, their actions, if nothing else, is logical when you do the quests.

They don't even give you a choice or chance to object or insult them, or kill them.

Every other daedra, it's optional. Don't want to deal with them, don't deal with them.
Don't want to stay a werewolf, cure yourself.

Mercer Frey is absolutely pathetic. He has a dwemer sword, for crying out loud, it's hardly armed to the gills with deadric!
You need no help whatsoever to deal with him.

Nocturnal does'nt even do anything to help you kill him.

She's obnoxious and fails to understand what every other deadra does, give something, get something.
She offers nothing, for far too much.
She offers literally nothing. Does'nt even show gratitude.
There is nothing that would make anyone worship her, ever.

If you wanted luck, you could worship Stendarr.

Even Malog Bal says When your enemies are broken and bloody on the floor, I will be watching. Cool. Theres going to be a lot of broken and bloody corpses about.

I refused to have anything to do with Karliah and Norturnal. I got it over with, took off the foul nightingale armour at the first chance I got, and completely turned my back on Noctural and the cretins and skipped thier dialogue.
I refused to do any of that roles garbage.
I left as fast I could, then threw the nightingale armour garbage away, in the wilderness were no one could find it.

If you're going to serve someone as part of your job, you may as well serve Sithis, the god of death.
Or Hircine, who deals with you fairly, even when you defy him. Spending time in the hunting grounds does'nt sound bad, at all.

You should be able to side with Mercer, he's the most logical of the morons in the TG, greed is his motivation, why not be greedy together and destroy the Nocturnal cult and influence.

Another thing that was freaking cretinous while dragging my poor kad'jitt through those horrible trophies, was when you go through the very unfairly locked off dwemer ruin, the 2 precious, clever, clever thieves walk into every trap in the entire place.
While talking pretentiously like they're experts about it. Mercer Freys as bad earlier. It's like, yeah, because I, the Dovahkin, explorer, Companion, can't see the wacking great trap, that could'nt be any bigger or more obvious if it tried. Oh look, you walked straight into it.
User avatar
Charleigh Anderson
 
Posts: 3398
Joined: Fri Feb 02, 2007 5:17 am

Post » Wed Jun 06, 2012 1:52 pm

Also, i would like to add on. There should be another option besides becoming a nightingale. So you are the dragonborn, you can take down mercer. You have akatosh and (prolly other daedras) on your back.

Unless Karliah says 'You cannot kill mercer because he is invulnerable, since he is a nightingale and you are not. Only way to kill him is to become a nightingale'.

That, if she did say that, i can accept. But she didnt say it, so i m assuming that Mercer can be killed even though you aint a nightingale. Dont get me wrong, i love the armor and skills, but nocturnal is a ****
The quests are telling a story, and if you are unwilling to follow the story, then you need not continue. You always have the choice to stop doing the quest if you don't like where it is going. Complaining about a couple NPCs standing around who are otherwise not useful in normal game play is a silly thing to fuss over.
User avatar
Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm

Post » Wed Jun 06, 2012 8:11 pm

Why is everyone complaining about becoming a Nightingale, Besides Noctournal is the Daedra of luck *hint hint*

Not sure why you quoted me. I don't mind becoming a Nightingale. My problem is that it's done in a very rushed and vague manner. I think less people would be bothered if the writers took their time to explain things a bit more.

They don't even give you a choice or chance to object or insult them, or kill them.

Could you please name another guild you have the option to object, insult, or kill after you join? Sure you can destroy the Dark Brotherhood, but not after you join it.

Every other daedra, it's optional. Don't want to deal with them, don't deal with them.
Don't want to stay a werewolf, cure yourself.
No other Daedra is part of a questline though (except Hircine indirectly as you mentioned). And the "Don't want to deal with them, don't deal with them," mentality extends to every single quest in the game, not just the Daedric ones. This includes the Thieves' Guild.

Mercer Frey is absolutely pathetic. He has a dwemer sword, for crying out loud, it's hardly armed to the gills with deadric!
You need no help whatsoever to deal with him.
This is Story and Gameplay Segregation. You don't really need help to defeat Alduin either, but they force those three people from before to come fight with you. I'd have loved both of them to be harder, but for the sake of the those who aren't doing exploits or training to level 81, the developers make it so you can defeat them at pretty much any level. They also don't want to give you Daedric level weapons really easily, so they give him lower tiered stuff.


Nocturnal does'nt even do anything to help you kill him.

She's obnoxious and fails to understand what every other deadra does, give something, get something.
She offers nothing, for far too much.
She offers literally nothing. Does'nt even show gratitude.
There is nothing that would make anyone worship her, ever.

I don't know about that. Did Mercer ever miss you when your health was low? Did you ever get a key hit on Mercer that made him start running away from you? Did his blood remain visible after he disappeared so you could keep seeing where he was? Did you get to kill him just before he used one of his Ultimate Healing potions? That sounds like Lady Luck's on your side during the fight.

And don't forget that she saves your life after you defeat Mercer. The room's flooding with water remember? But then out of nowhere some rocks just fall down and open a path to your salvation? Sounds pretty lucky to me.

You should be able to side with Mercer, he's the most logical of the morons in the TG, greed is his motivation, why not be greedy together and destroy the Nocturnal cult and influence.

Please tell me how this would work. Really think about it and explain it to me. Why would Mercer decide to include you in his whole plan of ripping off the Thieves' Guild? What would he possibly gain from it? Why would he think he needs you when he has the Skeleton Key?

Furthermore, why would you have any reason to want to sign on with him after he's tried to murder you? Killing him and running off with the Skeleton Key is one thing that makes sense, but throwing your lot in with the guy who tried to do you in is a very stupid idea, which means you'd have to do it before he betrays you in Snow Veil Sanctum, which still leaves the questions I left above unanswered.

Another thing that was freaking cretinous while dragging my poor kad'jitt through those horrible trophies, was when you go through the very unfairly locked off dwemer ruin...

It makes total sense that the area with the statue is locked off. If you listen to all the dialogue, Brynjolf explains that they tried finding the Eyes before and couldn't find a way to the chamber room they were in. I've never actually gone there before it's open so explain to me this? Is the entire area "You can't go in here" locked, or is it locked where you can go in and start exploring, but you can't progress to the end of the dungeon?

The latter makes sense, but the former doesn't, especially since bandits clearly found a way in before you. Either way you can't please everyone. If the did the latter option, people would still be upset that you couldn't access the statue room.

...the 2 precious, clever, clever thieves walk into every trap in the entire place.
While talking pretentiously like they're experts about it. Mercer Freys as bad earlier. It's like, yeah, because I, the Dovahkin, explorer, Companion, can't see the wacking great trap, that could'nt be any bigger or more obvious if it tried. Oh look, you walked straight into it.

I agree that these followers should be immune to setting off traps. This is a frustrating oversight.

However, I would argue that them explaining traps to you is an important feature because people do quests at different times, and it's important to include some form of tutorial about how traps work. The Thieves' Guild is the best place for these tutorials, so they should be the ones explaining them to you. Even if it doesn't make a whole lot of sense that they see them, explain them, and then activate them.
User avatar
Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Post » Wed Jun 06, 2012 9:49 pm

My soul is for Sithis and I so want to see a weak compare to Sithis god try to take it, Sithis > Every other being with claim on my soul.
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Wed Jun 06, 2012 6:31 am

See, this is the reason I prefer the College of Winterhold to the other 3 guilds. You don't have to consort with any gods to "gain power" advance the storyline.
User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Wed Jun 06, 2012 8:13 am

Meh, I'm a child of Akatosh, Nocturnal can't touch my soul, similar to how I can't touch Alduin's soul.
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Wed Jun 06, 2012 6:05 pm

One of my characters left Karliah and Bryn "standing at the altar" because she hates all Daedra. I don't care that they will stand there forever. That character will never go back and see. As far as she is concerned, if Nocturnal is so weak she can't get her own key back that is on Nocturnal. Another character joined the Nightingale club. Didn't matter to that one. All that matters is money and revenge. Unlike many people I don't care that you have to become a Nightingale to finish the TG questline. I also don't care that you have to join certain things/groups in order to go into certain dungeons/places. It makes sense to me. Some things are owned by certain "clubs" and you can't get in if you aren't part of that group. "But it makes no sense that I can't get into those places!" Sure it does, it's called magic.
User avatar
dell
 
Posts: 3452
Joined: Sat Mar 24, 2007 2:58 am

Post » Wed Jun 06, 2012 2:03 pm

General problem with the game a distinct lack of choice. Sorry werewolves are for killing - I want to be thief not a daedra's play thing. Would've been nice if they had given alternate routes through the questlines.
User avatar
Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Wed Jun 06, 2012 4:23 pm

Besides, you already struck the agreement before you even got the Skeleton Key. I think you're already hers. You just don't get the power.

You know agreements can always be broken. Why do you think lawyers are filthy rich these days? Why do you think many players such as myself refuse to return the skeleton key? Because were not loyal to the daedric [censored].

Also, i would like to add on. There should be another option besides becoming a nightingale. So you are the dragonborn, you can take down mercer. You have akatosh and (prolly other daedras) on your back.

Unless Karliah says 'You cannot kill mercer because he is invulnerable, since he is a nightingale and you are not. Only way to kill him is to become a nightingale'.

That, if she did say that, i can accept. But she didnt say it, so i m assuming that Mercer can be killed even though you aint a nightingale. Dont get me wrong, i love the armor and skills, but nocturnal is a ****

Karliah is a joke that failed nocturnal. The dragonborn doesn't need nocturnal to kill mercer Fray... the little piss ant... any besides I'd wish we were given an option to side with Mercer anyways. Everybody got all piss off because he robbed the guild... It's all Karma biting them in the ass. I'd love to hang out with Mercer and watch Karliah and Brynjolf fight to the death while under Mercer's fury spell :D
User avatar
Kitana Lucas
 
Posts: 3421
Joined: Sat Aug 12, 2006 1:24 pm

Post » Wed Jun 06, 2012 10:10 pm

Not sure why you quoted me. I don't mind becoming a Nightingale. My problem is that it's done in a very rushed and vague manner. I think less people would be bothered if the writers took their time to explain things a bit more.



Could you please name another guild you have the option to object, insult, or kill after you join? Sure you can destroy the Dark Brotherhood, but not after you join it.


No other Daedra is part of a questline though (except Hircine indirectly as you mentioned). And the "Don't want to deal with them, don't deal with them," mentality extends to every single quest in the game, not just the Daedric ones. This includes the Thieves' Guild.


This is Story and Gameplay Segregation. You don't really need help to defeat Alduin either, but they force those three people from before to come fight with you. I'd have loved both of them to be harder, but for the sake of the those who aren't doing exploits or training to level 81, the developers make it so you can defeat them at pretty much any level. They also don't want to give you Daedric level weapons really easily, so they give him lower tiered stuff.




I don't know about that. Did Mercer ever miss you when your health was low? Did you ever get a key hit on Mercer that made him start running away from you? Did his blood remain visible after he disappeared so you could keep seeing where he was? Did you get to kill him just before he used one of his Ultimate Healing potions? That sounds like Lady Luck's on your side during the fight.

And don't forget that she saves your life after you defeat Mercer. The room's flooding with water remember? But then out of nowhere some rocks just fall down and open a path to your salvation? Sounds pretty lucky to me.



Please tell me how this would work. Really think about it and explain it to me. Why would Mercer decide to include you in his whole plan of ripping off the Thieves' Guild? What would he possibly gain from it? Why would he think he needs you when he has the Skeleton Key?

Furthermore, why would you have any reason to want to sign on with him after he's tried to murder you? Killing him and running off with the Skeleton Key is one thing that makes sense, but throwing your lot in with the guy who tried to do you in is a very stupid idea, which means you'd have to do it before he betrays you in Snow Veil Sanctum, which still leaves the questions I left above unanswered.



It makes total sense that the area with the statue is locked off. If you listen to all the dialogue, Brynjolf explains that they tried finding the Eyes before and couldn't find a way to the chamber room they were in. I've never actually gone there before it's open so explain to me this? Is the entire area "You can't go in here" locked, or is it locked where you can go in and start exploring, but you can't progress to the end of the dungeon?

The latter makes sense, but the former doesn't, especially since bandits clearly found a way in before you. Either way you can't please everyone. If the did the latter option, people would still be upset that you couldn't access the statue room.



I agree that these followers should be immune to setting off traps. This is a frustrating oversight.

However, I would argue that them explaining traps to you is an important feature because people do quests at different times, and it's important to include some form of tutorial about how traps work. The Thieves' Guild is the best place for these tutorials, so they should be the ones explaining them to you. Even if it doesn't make a whole lot of sense that they see them, explain them, and then activate them.

Bull. The fight with Mercer is no diferent to any other fight.

And Nocturnal does'nt save your life. She does absolutely nothing. The Skeleton Key finds the door. She has nothing to do with it.
Meridia, she helps you, in her quest. Mephaela praises your dedication to leveling up the Ebony Blade.
Every other daedra has more effect on your life and actions than Noctural does.

Mercer clearly offers you the chance to join him when he is damaging the Falmer Statue. That implies that you could at some point.
I would have in a instant.
User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Wed Jun 06, 2012 1:27 pm

Karliah says during the initiation quest that Nocturnal helps them with good luck, barely noticable things. Maybe you just didn't notice :hehe:

And i would bet that the armor and weapons have some daedric magic in them too.
User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Wed Jun 06, 2012 9:02 pm

I'm gonna need Bethesda to learn/remember how to make choices available in a game before they begin making Fallout 4.

kk
User avatar
cheryl wright
 
Posts: 3382
Joined: Sat Nov 25, 2006 4:43 am

Post » Wed Jun 06, 2012 12:04 pm

I think you're all forgetting where Nocturnal came into play. You would have died without her. Don't know what I'm talking about? Remember after you killed Mercer, the building flooded and you weren't able to get out? Nocturnal, patron of the luck of thieves, made that door appear. Now obviously, Mercer would have died regardless, but had you not pledged your allegiance to the Lady of Night, you would have drowned.
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Wed Jun 06, 2012 4:54 pm

The way the guilds are written it makes sense that things go the way they do. My only complaint is that Bethesda didn't take into consideration the number of players who are not motivated by the goals of the few joinable factions that are available. Not taking part in anything is always an option, but then it kind of defeats the purpose. Skyrim's quest lines are very linear, they are all optional, but if you opt to participate at all there is virtually no variability in outcomes.
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Wed Jun 06, 2012 9:09 am

Things I've become with my character:

Vampire
Werewolf
Harbinger of the Companions
Nightingale
Thieves Guild Master
Arch Mage
Listener of the Dark Brotherhood
Leader of the Dark Brotherhood
"Storm Blade" Officer for the Stormcloaks
Agent of Dibella
Agent of Mara
Champion of Azura
Champion of Boethiah
Champion of Hermaeus Mora
Champion of Hircine
Champion of Mehrunes Dagon
Champion of Mephala
Champion of Meridia
Champion of Molag Bol
Champion of Namira
Champion of Peryite
Slayer of Alduin

Things are going to be very confusing when my character dies.
User avatar
Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am

Post » Wed Jun 06, 2012 6:29 am

I think you're all forgetting where Nocturnal came into play. You would have died without her. Don't know what I'm talking about? Remember after you killed Mercer, the building flooded and you weren't able to get out? Nocturnal, patron of the luck of thieves, made that door appear. Now obviously, Mercer would have died regardless, but had you not pledged your allegiance to the Lady of Night, you would have drowned.

No she does'nt. The skeleton key opens the door, nothing to do with Nocturnal.
The skeleton key opens doors you can't usually see, it's no diferent to the others it opens.
User avatar
michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

PreviousNext

Return to V - Skyrim