» Mon Jul 02, 2012 7:24 pm
It's not that the Thieves Guild is a thug's guild that it bothers me. It's the fact that it's marketed basically as a STEALTH guild. There's only like two locations where sneaking is required. Calcemo's Lab and one of the special jobs. And the last dungeon is recommended for sneaking or a swarm of hard level enemies will murder you.
Everywhere else, you CAN sneak...but there are no repercussions for not sneaking. In the Dark Brotherhood, not sneaking has great repercussions, whether it be a bounty, swarm of hard enemies, or just the fact that it'll be harder for you in the end. Even if there aren't repercussions, at least the locations are designed for sneaking. Thieves Guild? Mostly linear caverns, fit for a warrior or mage.
And like Johnor4 said, there's no great heist like the Italian Job or Oceans Eleven that Oblivion had. It's just: Kill a guy. That's the final climix. For the Thieves Guild to redeem itself, it should've gone like this:
Instead of fighting Mercer, you go on a great heist to steal back the Skeleton Key and the Eye of the Falmer. After discovering Mercer's location, you prepare with Karliah and that other guy whose name I can't spell and starts with B. Then, you do an epic sneak where one wrong move means your death and you use the items you gathered during the preperation quests to aid you, with Karliah and that other guy disabling traps for you or taking out impossible to sneak by enemies.
Now THAT's a Thieves Guild.