Radiant Quests killed Guilds?

Post » Wed Jun 20, 2012 7:55 pm

I agree , radian quest are booring i would glady rade 50 od those radiant boring quests for 5 well made quest
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[ becca ]
 
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Post » Wed Jun 20, 2012 7:37 am

Well, I think the problem with Skyrim is that all the factions presented in game is what you would call a minor faction, and that justifies the fact that guild quests are short. My main complaint is that the events that take place in the MQ seems to be a little short and not as dramatic as what I thought it would be. Perhaps a way to improve this is to actually tie in some of the factions in to the main story, and give them more power as to what the outcome of the story might be as oppose to only contributing to the outcome of the background environment. This way longer faction quests can be introduced with radiant questlines to really flesh out the factions in to full effect.
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CxvIII
 
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Post » Wed Jun 20, 2012 5:11 pm

I think the main problem is that they're not required to be honest, would of made the guilds significantly longer if you had to build up your status/rank by grinding up quests. That and that all the main quests tie together, with no irrelevant ones (Morrowind and Oblivion had many, many irrelevant quests and the main questline for the guild wasn't really fleshed out and realized until the last 4-6 quests depending on the guild.)
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Auguste Bartholdi
 
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Post » Wed Jun 20, 2012 1:14 pm

God forbid people skip the boring, meaningless radiant quests. There are about as many missions just to get in to the Arcane University as there are to become the Archmage of the College of Winterhold. This really isn't acceptable.
The best solution would be to have infinite radiant quests available at any point during the guild and change according to your rank. At the same time, the main guild quest line should be engaging and long and actually make you feel like you are part of a guild and part of them. For example, assassin's guild should make you feel like an assassin. Companions should make you feel like a warrior. Etc.
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Amelia Pritchard
 
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Post » Wed Jun 20, 2012 9:51 pm

What I truly dislike about the guild system (and I have this complaint from Oblivion too) is that at the end of the quest line you are put in charge of the guild, this makes no sense to me as you are the new commer, how is it that you surpassed all these other folks in the line to become leader? In Skyrim, this is compunded further by how short the actual (non-radient) quest line of the gullds is. The companions for example is auful, I join them and I get some errands to run which makes sense I am the new guy. Then I do an odd job (radient quest) of some sort, after this I am given my trial to become a member and they send me and Farkas out to do an important task, when we get back I am made an official member of the companions, and this is about where the whole quest line stops making sense. After this I do another random job, then I am inducted into the circle the most trusted group within the companions.... that I just don't get is that not too soon? Then a few more odd jobs and two or three actual quest later and I am the leader.. .I can do this in less than a week in game time... I just don't beleive it, it doesn't add up. Then I am the leader, but I am stuck doing odd jobs for them??? Nah..... makes no sense to me.


I concur.

Requiring more missions, that increase in level at certain thresholds, and also requiring a certain amount of game time to pass might help with this.

I also think there should be more rewards/benefits for becoming the leader of a faction. There doesn't seem to be much now.
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Marquis deVille
 
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Post » Wed Jun 20, 2012 2:46 pm

What ruined it for me was that EVERY quest in the guilds were urgent.

'You must deliever the corn at once, or all of Tamriel will fall.'

I could not relax and do radiant quests knowing I had to go to a dungeon or an NPC was waiting for me.
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TWITTER.COM
 
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Post » Wed Jun 20, 2012 7:19 am

What ruined it for me was that EVERY quest in the guilds were urgent. 'You must deliever the corn at once, or all of Tamriel will fall.' I could not relax and do radiant quests knowing I had to go to a dungeon or an NPC was waiting for me.

Exactly. I've only done the Thieves' Guild and College questlines, and both times felt rushed through. Part of that is simply because it was my first playthrough and I wanted to see how it all shook out. But the radiant quests certainly seemed to pale in importance with the main questlines, especially when you have a clearly important NPC tasking you with the fate of the world.

In future playthroughs, I can see myself actually just doing the radiant quests indefinitely (that is, if they're repeatable?) rather than climbing the guild ladder. Especially the Thieves' Guild - I'd rather be a dirtbag thief than the epic leader.

From the sound of the College radiant quests, though, I can't imagine spending much time on those... Not a big fan of the College actually, which is too bad since it sounded cooler than Oblivion's MG. But you get there and I dunno, it sort of feels like Harry Potter. That was part of the reason I didn't do anything but the main stuff; my character is a badass legion mage, not some little student!
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james tait
 
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Post » Wed Jun 20, 2012 11:08 am

Agreed on the OP and like minded folks looking for a little more meat, order and alternate aspects of whats currently offered in Skyrim atm

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Mariana
 
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Post » Wed Jun 20, 2012 8:44 pm

Nope Radiant Quests make guilds better because it's random now. No longer will I always have to go to X Cave in order to complete a mission. Is it perfect no but it's better then what Oblivion offered.
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Prohibited
 
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Post » Wed Jun 20, 2012 7:40 am

If they had put in a Faction Rep Factor into the Guilds, then the Radiant Quests could have really fleshed out the Guilds.

In Prior games, most of the guild quests were variations on Fetch, FedEx, Take out a Boss, Rescue or Escort type of quests. Some were a bit more involved, but the majority were quests the Radiant System can give out. So, to work with one person in the Guild, you have to do enough jobs to earn the right. As you go through the guild, you have to do more of these to work with the next one. With some work, plots and stories can be woven in.

Agreed and tbh I wouldn't be surprised if they do this in the next game.

Personally I see the Radiant Quests in Skyrim as being version 1, kind of like how Radiant AI in Oblivion is version 1 and Skyrim's Radiant AI is version 2 (Radiant AI seems to work much better in Skyrim though version 3 could do with some tweaking, especially regarding NPCs reactions when you walk past them).

Skyrim's Radiant Quests are new but now that Bethesda has got it running and seen how it works in final release I think there'll be scope to refine it for the next game to integrate it more with the guilds' main quests.
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Abi Emily
 
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Post » Wed Jun 20, 2012 8:30 am

I disagree with the OP. What killed the guilds was no leveling or reputation system. It's now possible to become leader of the Mages guild with little knowledge of any magic and a level 5 character. It makes no sense.
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City Swagga
 
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Post » Wed Jun 20, 2012 12:24 pm

The radiant quests would be a lot more acceptable if:

You were required to do a lot more of them before you advanced in 'rank' and importance in the guilds;

Their difficulty was increased after you achieved the leadership of a guild, and/or you got to decide whether you, as leader, did a quest or allocated it to one or more of the others (in which case it wouldn't count on your stats)...this second part would create some sort of actual relevance to being the leader of the guild, rather than coming across as being so bored in the role that you have to go asking your underlings if they have any cr*ppy jobs they don't want to do just so you can fill in your time. It would not be too difficult to work in quests that required you to take along a couple of guild members to do a particularly involved job every so often, and it would add considerably more to the story.
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Elea Rossi
 
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Post » Wed Jun 20, 2012 12:33 pm

God forbid people skip the boring, meaningless radiant quests. There are about as many missions just to get in to the Arcane University as there are to become the Archmage of the College of Winterhold. This really isn't acceptable.
imagine if radiant quests had been used in the same way as the reccomendations? go to x and talk to x person to then kill d person and on this one go here and collect x, that general idea a whole array of radiant quests in each hold to just join the college and then within the college more questline instead of 3 quests and whoopidy doo you are archmage even if you only know how to cast fireball
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Je suis
 
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Post » Wed Jun 20, 2012 2:55 pm

Nope Radiant Quests make guilds better because it's random now. No longer will I always have to go to X Cave in order to complete a mission. Is it perfect no but it's better then what Oblivion offered.
Not sure about you, but the quests in College of Winterhold are not random and there's only 4 tops before they pronounce you archmage. Tell me how this makes it better? In fact i'm also sure all guilds quests are the same every playthrough.

So how does the Radiant Quests have any positive effect on guilds? They're not even the same thing from my understanding.
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Reanan-Marie Olsen
 
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Post » Wed Jun 20, 2012 10:56 am

I don't think so

The Radiant Quest for Guilds (for example, I'll use Thieves Guild) is fine for me. They are the manifestation or boring and tedious jobs the small crooks have to do every day. It helps to RP, and to waste time if you don't want to be the boss behind the table all the time.

The "Boring Jobs", I think, are not the reason the "main guild questline" is boring. Boring stuff is boring, end of story. The main guild questline is boring, but not because of the radiant quests, simply because they are not well-thought. They are different aspects
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JR Cash
 
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Post » Wed Jun 20, 2012 9:42 am

I think one of the biggest problems with guilds is there now limited to one town, in all the other TES games there was a guild hall in every city.
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Juliet
 
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Post » Wed Jun 20, 2012 9:24 pm

I wouldn't mind if you had to do some Radiant work and have a certain level of aptitude before moving up a rank, however one shouldn't stretch a quest line merely for the sake of stretching the quest line. In other words: if you're going to 'pad out', so to speak, the quest line, there needs to be a valid reason for doing so.

Take the Thieves' Guild, for example: currently, you need to do a set number of side jobs (5, IIRC) in a given city in order to unlock a Special job, completion of which boosts the guild's overall prestige as well as its influence in said city. You also need to complete all four Special jobs in order to restore the guild to its former standing, and as a prerequisite to becoming the Guildmaster. Unfortunately, the locations of said side jobs are randomized by the RQ system, so you end up wasting a lot of time unless you keep rejecting jobs until both givers offer one in the same city.

That setup has a good foundation for an application of the above idea, but would need a goodly bit of work in order to do so. One method would be to make it such that you needed to complete a Special job before the Guild quest line would progress, so you'd need to do the requisite number of side jobs to 'prove your worth' before moving up and getting the next main task. The number of 'main' quests would not necessarily need to increase, however the number of Special jobs could be readily expanded to match if it did. Note: there are already more 'main' quests than Special jobs, so some of the latter would need to be added anyway.
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GLOW...
 
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Post » Wed Jun 20, 2012 9:28 pm

I agree that they REALLY need to work on storylines for the guilds. They all seem to require a Shyamalan twist that anyone could see coming, and they end far too quickly. Although I found the Thieves' Guild questline to be quite enjoyable, it was by far my favorite out of the guilds.
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Michael Russ
 
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Post » Wed Jun 20, 2012 4:11 pm

Yes. I'd prefer the mini campaigns of Oblivion which I thought were great. But at the very least you should be required to do a certain amount of radient quests between story quests so you don't feel you did the whole thing absurdly quickly.

The thieves guild rewards you with story quests (as well as merchants and a few decorations to your bunk) when you've done a certain number of radient quests, which is good. One of those quests has some unique armour so it's well worth it to do them. It should be required to do a certain amount before you can advance in rank or advance the story.

Although that won't please everyone.
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Nadia Nad
 
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Post » Wed Jun 20, 2012 7:07 pm

Somewhat yes, I do think that RQ could have made the Guilds much better, but it was not done well enough to improve the Guilds at all... and because of that the Guilds are so short... which only makes it worse.
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Ridhwan Hemsome
 
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Post » Wed Jun 20, 2012 12:53 pm

- did radiant quest kill the guilds? No, people killed the guilds who complained they were too long and boring, tedious. No we have short radiant quests which are boring.
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Multi Multi
 
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Post » Wed Jun 20, 2012 5:32 am

I know we all asked for radiant quests since Morrowind, and that is true, but they were supposed to be something to do once guild questlines were over, not during. This was because once oyu finished a guild in those games you could never work for them again. But we didn't want to you to build your game around radiant quests.
What we asked for were tasks we could carry out for our guilds regardless of the state of any questlines. In my case, I wanted a way to remain an active member of a guild without having to lead it. I can't say much about the state of the other guilds, but the Thieves Guild seems built around its central storyline, which all but forces you to become the guild master. The Thieves Guild does not appear to be built around radiant quests.

Bethesda have tried to put radiant quests (which are really boring and have zero story to them) into guild in order to aviod making half the quests that exsisted in previous games.
Maybe they thought that someone who enjoys playing a thief would appreciate his guild offering him a bit of thieving to do from time to time.

Todd Howard talked about how boring those quests were, about how disappointed they were with them, and about how hand-crafted quests were much better, long before Skyrim was released. The only things you say that Todd hasn't already said is that Bethesda is lazy and greedy.
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Gavin boyce
 
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Post » Wed Jun 20, 2012 2:36 pm

The quest lines should be much, much longer. And the radiant quests are... well pointless to put it simply. They are bland, boring and only exist to profit off of it. They could be designed much, much better. I was a bit disappointed. Although the Thieves guild quest line, and Dark Brotherhood are, decent. Maybe it's something they will improve upon TES VI.
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Baylea Isaacs
 
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Post » Wed Jun 20, 2012 6:33 am

Luckily many of the radiant quests send you to interesting dungeons which have their own backstories. So I just regard them as a springboard for exploration not an end to themselves.
This is kinda what makes it good.
The idea of Radiant Quests is solid. In theory it extends the Faction experience, by adding 'jobs' in between the main questline for the Faction. It also means that even AFTER completing the faction questline there are still things you can do for that faction from a RPing point of view.

The problem is that the way those Radiant Quests are balanced during a faction's main questline does not work a LOT of the time. The Companions is a prime example of this. I never got to do more than 1 Radiant Quest while I was doing that Questline, because the game Railroaded me very quickly onto the next section of questline itself (And is very short) by locking off Radiant Quests. Each time I spoke to the radiant questgivers I just got told the equivalent of 'I would. But Character X wants to speak to you. Go see them,' which rushed onto the next section of the main questline.

Doing Radiant Quests for the first time AFTER a Faction's main questline is done is incredibly anticlimactic. They're a good idea, but seriously the way they're currently balanced and timed just does not work.
And this is the biggest problem with the Radiant quests.

If you're an aggressive, ambitious go-getter, you should be allowed to quickly advance and emerge on top of the guilds. But when the game forces you to stop doing radiant quests to do the "main" guild quest, you can no longer choose whether you're an ambitious hero or reserved shield-brother/sister or cautious scholar.

The exact nature of the Mage's guild questline doesn't help, due to the extreme pressure to "Save the World NOW!"
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Hussnein Amin
 
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