Learning in Guilds and Perks

Post » Tue Jun 19, 2012 3:28 pm

Guilds have members that will do the standard "give me money to train you," (aka fill up your exp bar) characters.

I am proposing, in future titles, that we expand on training, especially if Perks are going to continue to be included.

First offer:

Free Perk or Spell

Let's take the Companions for example. Did you just complete the quest with Farkas and become a full member of the guild? Awesome, we give you the reward of a Sky Forge weapon and a free Perk in one of the Warrior trees... for instance Farkas could teach you a Perk from Two-Hand Weapon. While you may not actually use two handed weapons, it would be a free perk, even if it is in an area you don't use. And it could perhaps allow the player to choose whom they get their quest with, or at least get your reward from. Two-Hand not your style from Farkas, then ask someone else to give you your Perk reward, maybe in Smithing, or Archery.

Second offer:

Training quests

Offered instead of money, or as a bonus, a quest giver could give you a mission with perhaps either special guidelines attached to it or missions made specifically for training. Thieves' Guild mission to the bee hives, special proviso of not being seen by anyone nets you, at the end of the quest, an additional level in your Thief skill of choice. Or have a specific quest where you are paid in a free level in a skill of your choice rather than money.

Third offer:

Actual training sessions

Upon wanting to join the guilds you have to go through a session that has you "show your stuff." Can we have more of that but not have it cost anything but also not have it be an automatic full level? When I join the College let me grab another student or a teacher, and practice magic with them. We did a display of Wards in the beginning of the College initiation, why can't I pull J'zargo aside and practice casting Firebolt on him while he uses Wards, all while gaining some exp to the skills I use.
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Amy Cooper
 
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Post » Tue Jun 19, 2012 10:49 pm

Discussion bump.
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tannis
 
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Post » Wed Jun 20, 2012 3:38 am

IMO, the training session idea is a good one, where you have the chance to practise something with no risk of being slaughtered.
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Paula Ramos
 
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Post » Wed Jun 20, 2012 1:51 am

I love these ideas and when I first played TES I thought that was training would be like. I was sorely disappointed to find out it was not more (here comes that oft-overused word) "immersive".
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Charles Mckinna
 
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Post » Wed Jun 20, 2012 6:11 am

Theres that archer up in the hills that does a proper training session.


http://www.uesp.net/wiki/Skyrim:Angi
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Emma Parkinson
 
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Post » Tue Jun 19, 2012 2:48 pm

Some good ideas presented here, and I'd also like to suggest a perk tree idea along the same lines. I'd love to see a perk tree for Lycanthropy and Vampirism where you wouldn't get to just automatically add a point from gaining a level. Instead you might have to do a decent sized quest chain to add a point in that tree assuming you are taking that form in gameplay.

This might also alleviate some of the critcisms that current vampire abilities for the player in the game are weak and don't feel special/unique. If a player wanted to play a vampire, then they'd have the chance to add perks to increase its abilities but at the same time have to work for those perks; not by crafting 1000 iron daggers and gaining a quick 5 perk points.
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Victoria Bartel
 
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Post » Tue Jun 19, 2012 5:14 pm

Some good ideas presented here, and I'd also like to suggest a perk tree idea along the same lines. I'd love to see a perk tree for Lycanthropy and Vampirism where you wouldn't get to just automatically add a point from gaining a level. Instead you might have to do a decent sized quest chain to add a point in that tree assuming you are taking that form in gameplay.

This might also alleviate some of the critcisms that current vampire abilities for the player in the game are weak and don't feel special/unique. If a player wanted to play a vampire, then they'd have the chance to add perks to increase its abilities but at the same time have to work for those perks; not by crafting 1000 iron daggers and gaining a quick 5 perk points.

I would very much love to have had skill/perk trees for Vampires and Werewolves. It felt so... incomplete that you were just BAM, werewolf, even with an initiation but no training.
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Alexis Acevedo
 
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Post » Wed Jun 20, 2012 3:29 am

personally I think bethesda missed a big opportunity.

the player shouldnt get free perks through level up

they should not have used trainers to boost your skill.
instead each trainer would have thaught a (low level) perk

to get the mid and high level perk would be sophisticated radiant genrated quest
that get you to either rescue a trainer, find a shrine or find a book ... that would give you a perk
the mission would be dangerous and require you to have decent level in adequate skills

for example gaining a perk in stealth would be a stealth heavy mission with zero survivability if you don t have reasonable stealth level
(reasonable based on the perk you want obviously)
sneak past ancient dragons and horde of giants....
make the ancient greek heroes jeallous of you !

I verry much liked how in might and magic 6 there were lots of permanent boosts you would gain from adventuring in dangerous places and uncouvering strange magical fountains or shrines
they also had mission related to classes that would give you a bonus even if you were not of that class.
so by doing the mage quests you gained a magical skill boost, and similarly a fioghting boost for doing the knight quests

instead of giving us rank advance in the guild and in a weird way making us guildmaster of all guilds, for no logical reason,
they should give us generic title that represent prowess level like *guardian* *stalker* *prowler* *defender* and so on

I mean, am I the only one that feel strange to be archmage, guildmaster of the thieves, harbringer of the companions, and so on ....
yet at the same time, of course, we cant enter windhelm, challenge and duel ulfric, and become jarl of windhelm....
or build our own faction and take the fight to the thalmor directly

there is a sort of ... static aspect to this game ... that prevent it from being all it can be

but the dungeons are great, a bit underused density wise.... and enemy-strenght wise (falmer seems to max out really fast)
I would have loved facing a falmer army armed to the teeth in blackreach
It also seem like I can see them from far away but they never see me
I know I m on stealth, but once I kill a few or unleashed a few traps, surely they know I m there and should go on high alert, defcon 1 or something
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chloe hampson
 
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Post » Wed Jun 20, 2012 5:48 am

personally I think bethesda missed a big opportunity.

the player shouldnt get free perks through level up

they should not have used trainers to boost your skill.
instead each trainer would have thaught a (low level) perk

to get the mid and high level perk would be sophisticated radiant genrated quest
that get you to either rescue a trainer, find a shrine or find a book ... that would give you a perk
the mission would be dangerous and require you to have decent level in adequate skills

for example gaining a perk in stealth would be a stealth heavy mission with zero survivability if you don t have reasonable stealth level
(reasonable based on the perk you want obviously)
sneak past ancient dragons and horde of giants....
make the ancient greek heroes jeallous of you !

I verry much liked how in might and magic 6 there were lots of permanent boosts you would gain from adventuring in dangerous places and uncouvering strange magical fountains or shrines
they also had mission related to classes that would give you a bonus even if you were not of that class.
so by doing the mage quests you gained a magical skill boost, and similarly a fioghting boost for doing the knight quests

instead of giving us rank advance in the guild and in a weird way making us guildmaster of all guilds, for no logical reason,
they should give us generic title that represent prowess level like *guardian* *stalker* *prowler* *defender* and so on

I mean, am I the only one that feel strange to be archmage, guildmaster of the thieves, harbringer of the companions, and so on ....
yet at the same time, of course, we cant enter windhelm, challenge and duel ulfric, and become jarl of windhelm....
or build our own faction and take the fight to the thalmor directly

there is a sort of ... static aspect to this game ... that prevent it from being all it can be

but the dungeons are great, a bit underused density wise.... and enemy-strenght wise (falmer seems to max out really fast)
I would have loved facing a falmer army armed to the teeth in blackreach
It also seem like I can see them from far away but they never see me
I know I m on stealth, but once I kill a few or unleashed a few traps, surely they know I m there and should go on high alert, defcon 1 or something

You bring up many great points and something actually really stuck out to me in your post...

A Smaug the Dragon type quest involving Stealth would be quite amazing, not only for story, but for building skill.

Imagine the Thieves' Guild or the College of Winterhold wanting to take back a treasure that had long ago been lost to a dragon in some deep cave beneath the surface but none were willing to find out if the dragon that had taken said treasure was still alive. So you, and potentially a band of followers, take up the job, only to find out that unfortunately the dragon had been resurrected but you are told to avoid fighting the dragon at all costs and just take the treasure.
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Michelle davies
 
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Post » Tue Jun 19, 2012 9:53 pm

Let's bump this for discussion
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Gavin Roberts
 
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Post » Wed Jun 20, 2012 4:24 am

Been a while, and it's a positive thread.
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Chantelle Walker
 
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