To (emotionally) difficult to finish the Thieve's Guild Ques

Post » Mon Jun 04, 2012 7:58 am

No, he's right. Everyone has not played the TG quests. I'm one that hasn't. Try and keep spoilers in the spoiler thread, or at least use spoiler tags where relevant. Hell, just put POSSIBLE SPOILERS in the thread title.

^ ^ yeah this ^ ^
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Laura Ellaby
 
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Post » Mon Jun 04, 2012 10:22 am

It doesn't exactly bother me, but I hate too much subservience or being obligated to anyone. So it's not something I care to have characters do either, I guess. I don't like most "positive" dieties in games either. Other entities (like some Daedra) are pretty much the same. I usually like my characters to be independent in one way or another.
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kelly thomson
 
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Post » Mon Jun 04, 2012 3:03 am

Well, Nocturnal isn't really a deity of the TG, but more the Nightingales. Only reason you are forced to serve her is because the most powerful members of the TG happen to be Nightingales.
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Jon O
 
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Post » Mon Jun 04, 2012 2:47 am

It bothers me that you aren't given any choice in the matter. In my opinion there should have been at least 2 choices, perhaps 3.

So, when Karliah says something like: "We're going to make the pact with Nocturnal, are you ready?" I would have liked the conversation options to be:

1) "Yes, I'm ready."
2) "Why don't you and Brynjolf make the pact? I'd rather not." (This way you just don't get the special powers and armor. If a third person is necessary for the pact, someone else is drafted in from among the other thieves guild members or something).
3) "Screw this. I'm not going through all this to catch Mercer." (You fail the quest and get kicked out the Thieves Guild).

This questline isn't the only one where you're given little choice. I can think of others. It's either lazy writing or because Bethesda wanted to have a linear path that didn't confuse the COD players.

This is only my opinion - I'm sure a lot of people wouldn't see the point, but as a long-time roleplayer I think it should have offered multiple paths.
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Amanda Leis
 
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Post » Mon Jun 04, 2012 3:44 pm

So long as Nocturnal wears that outfit for 'all eternity', I'm game :woot:

It's a daedra, Nocturnal might appear as a 6 headed hog with a [censored] next time you see "her". Unlikely, but it's possible. :tongue:
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Lisa Robb
 
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Post » Mon Jun 04, 2012 8:28 am

I refused to do it too. Seriously, why are you guys making such a big deal about it? You don't need to finish the quest. I'm a RPer so I simply refused.
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Robert Jackson
 
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Post » Mon Jun 04, 2012 11:52 am

I refused to do it too. Seriously, why are you guys making such a big deal about it? You don't need to finish the quest. I'm a RPer so I simply refused.

I know, but leaving them standing there forever seems a bit... you know.
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Melung Chan
 
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Post » Mon Jun 04, 2012 7:21 am

there are always going to be aspects of a TES game that do not sit right with you.

I had a great deal of trouble killing off my DB family in Oblivion the first time or two.


my character has had so many encounters with deadra that all of them will probably want her soul.

my character's soul belongs to her and she will decide who gets it.

pity those who try to take her soul against her will.
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Shianne Donato
 
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Post » Mon Jun 04, 2012 2:18 pm

I RP, but I don't RP so deep that I care about their afterlife doings (unless it has something to do with the lore of the next game).

But I think that lorewise the Champions (Champion of Cyrodiil, Nerevarine, Dovakiin) can pick what happens to them in the afterlife. (Except the Nerevarine, she's immortal because of a disease she caught.)
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Kitana Lucas
 
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Post » Mon Jun 04, 2012 11:53 am

I know, but leaving them standing there forever seems a bit... you know.

I know what you mean. Same with Skjor and Aela with the werewolf quest. Why can't you just say "No thanks", and they go about their way. After which Kodlak could give you his quest later on down the line.

Skjor and Aela still are hunting down Silver Swords on their own, I think.. so you could tie up Kodlak's death as retribution to that. Instead of it being you and Aela hunting the Silver Swords. Many games with these sort of dialog options tie things up like that, but Skyrim's weird. It puts quests in a "do it" or a suspended state.
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Vicky Keeler
 
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Post » Mon Jun 04, 2012 1:26 pm

I'm a vampire...so..techniqualy do i even have a soul? (havnt read anything about that in TES lore)

anyway if your character doesnt fit the oath dont take it you dont have to, for one my character is a Shadowcale Argonian vampire so personally his mission (as well as being close to Sithis) he wants to honor the Night Mother(sithis?) who started off in the thieves guild leaving a calling card of a white and black stone in the eye sockets of the people he/she robbed and thus spreading fear through the world while also being a DB agent in either sense Nocturnal is one of the night ''essences'' in my view and her luck and gifts will help hone his skills for Sithis who he is ultimatley tied too.

.....go figure.....gives me a nice story/character to play on in thieves/DB guilds :biggrin:

i rambled....... bottom line dont want it? dont take it.

It bothers me that you aren't given any choice in the matter. In my opinion there should have been at least 2 choices, perhaps 3.


So, when Karliah says something like: "We're going to make the pact with Nocturnal, are you ready?" I would have liked the conversation options to be:

1) "Yes, I'm ready."
2) "Why don't you and Brynjolf make the pact? I'd rather not." (This way you just don't get the special powers and armor. If a third person is necessary for the pact, someone else is drafted in from among the other thieves guild members or something).
3) "Screw this. I'm not going through all this to catch Mercer." (You fail the quest and get kicked out the Thieves Guild).

This questline isn't the only one where you're given little choice. I can think of others. It's either lazy writing or because Bethesda wanted to have a linear path that didn't confuse the COD players.

This is only my opinion - I'm sure a lot of people wouldn't see the point, but as a long-time roleplayer I think it should have offered multiple paths.

well i know exactly what you mean and i Totally agree that way you could advance in the quesline while not being sworn to Nocturnal (mercer could always have increased attack/HP to highlight that her ''luck'' is not with you.)

anyway besides that Karliah does say ''were going to go and make the Oath, are you ready?'' you can choose ''no not yet'' and leave it there until:

A) your character has a good reason/excuse
:cool: you just want no part of it.

but as Korr says they stand there forever and it is so incredible anoying knowing its ''unfinsihed'' like there waiting in limbo.
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Nicola
 
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Post » Mon Jun 04, 2012 2:23 pm

lol.

if you do all the major quests in the story there are so many gods and dieties waiting for you in the afterlife that they're gonna have to take a number or war for your very soul.

you have nothing to fear from the twilight seplecur... just watch out for the great hunt, he'll catch you before you get all the way to the gates of Shor's Hall.
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phillip crookes
 
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Post » Mon Jun 04, 2012 1:11 pm

The Evergloam, the realm of eternal mystery, does not sound like a definitively evil place to me. It sounds like an adventure that'd last infinitely, where there are always new things to learn and explore. For my Guild Master character, who is an extremely restless soul, swearing loyalty to Nocturnal sounds so much more fulfilling than venturing to any other Outer Realm.
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(G-yen)
 
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Post » Mon Jun 04, 2012 3:26 am

I actually made a comic about it that explains everything: http://burhenn63.deviantart.com/gallery/#/d4jrjv0


Anyway the whole Thieves Guild quests are screwed up and incomplete. You would think with the complaints from the Lioness and others that once you became the leader of the guild you could change them somehow. But no, they are bullies and thugs when you join and they are still bullies and thugs when you are their leader ... or are you. Seems Black-Bliar's influence is still dominate even then. So what have you done really? Pledged your eternal soul to haunt some old cave and you get to lead a bunch of bullies and thugs that constantly complain that you are not doing enough jobs. Yeah, what a win. No thank you.
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Stacey Mason
 
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Post » Mon Jun 04, 2012 9:36 am

What I found puzzling was you needed to become a Nightingale to be good enough to take on Mercer, to have the edge you needed or some such... I just shot him with a few arrows and wasn't using any Nightingale armor or weapons. So why did I need to be a Nightingale? I did'nt need it to enter the Dwemer ruin or kill the Falmer there or to escape. Am I missing how Nocturnal's "luck" boosting helped me? It just seems I could have killed Mercer without all the hub bub.
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Ross Zombie
 
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Post » Mon Jun 04, 2012 8:14 am

I actually made a comic about it that explains everything: http://burhenn63.deviantart.com/gallery/#/d4jrjv0

haha funny comic, though i have to disagree about the cool looking armor i think its horrible.
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Solène We
 
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Post » Mon Jun 04, 2012 3:18 am

What I found puzzling was you needed to become a Nightingale to be good enough to take on Mercer, to have the edge you needed or some such... I just shot him with a few arrows and wasn't using any Nightingale armor or weapons. So why did I need to be a Nightingale? I did'nt need it to enter the Dwemer ruin or kill the Falmer there or to escape. Am I missing how Nocturnal's "luck" boosting helped me? It just seems I could have killed Mercer without all the hub bub.

lol. as sweet as her voice is, umm... remember what Karliah SAYS to Nocturnal... I think that says everything. You didn't HAVE to join, she used you as a sacrifi... bribe so she could come back into good graces. There's a Dunmer for you. :tongue:
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Ebou Suso
 
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Post » Mon Jun 04, 2012 2:44 am

I figure my soul is going to be in so many pieces after I die that it won't make much difference. I think the only one who didn't ask for it was Sheogorath.
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Keeley Stevens
 
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