Radiant Quests killed Guilds?

Post » Wed Jun 20, 2012 8:38 pm

Does anyone else feel that the addition of addition of radiant quests suddenly made guilds.....well boring and short??


All the guild questlines are really short, but every guild has 'radiant quests' that can also be done....however most of the time these are optional, and you instead just power throguh the actualy storyline.....


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. Yes in Morrowind and Oblivion there were simple quests where all you did was clear a dungeon.....however quite often these would still have personality to them as a designer would add some sort of flair to the diagolue/dungeon.


Radiant Quests have made Bethesda lazy, they are not fun, the only reason to do them is money (which they don't give enough to make worthwhile) and because they exsist, Bethesda scimp out of making proper quests.



What happened to "we hand craft our world"? You seem to just let the computer generate the quests for you now.


------------------

I'll just add this.
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.
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Sweet Blighty
 
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Post » Wed Jun 20, 2012 4:56 pm

We traded hand-crafted quests for hand-crafted dungeons.
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He got the
 
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Post » Wed Jun 20, 2012 4:28 pm

We traded hand-crafted quests for hand-crafted dungeons.

It's sort of sad that we can't have both. :(
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Lance Vannortwick
 
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Post » Wed Jun 20, 2012 10:13 am

It's sort of sad that we can't have both. :(

Considering how large Bethesda has become, sorta is not the word I would use.
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Monika
 
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Post » Wed Jun 20, 2012 8:30 am

I can never quite see the logic of "this killed that". It's speculation and straw-grasping, often by people who don't mind that they are going on guesswork, so long as they can say something negative.

Questlines for guilds and radinat quests do not seem to compete for the same aspects of the game, it seems to me. The questlines for guilds were made too derivitive of narrow goals, too specific to certain ends and are thus mostly brief, I agree, but how radiant quests killed guild questlines...I'm not seeing it
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Kellymarie Heppell
 
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Post » Wed Jun 20, 2012 11:09 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.
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MatthewJontully
 
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Post » Wed Jun 20, 2012 3:09 pm

You guys don't remember Todd making the statement that Originally the guilds were handled by RS, but that they found it bland and repetetive so they put in a storyline?

its gloriously ironic that these statements seem to have been deleted, even the youtube Vid that had it >_>
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Da Missz
 
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Post » Wed Jun 20, 2012 11:17 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.

Totally....Daggerfall was completely random quests, but had really big dungeons (very similar to how Skyrim is doing it, big dungeons - random quests).

But in Daggerfall you did these quests because as you did more you got higher ranks and unlocked more guild people. Like in Morrowind where you had to be a certain guild rank to access certain serivces.

I noticed (for the first time) yesterday that this is the first game not to have a Guild list. Even in Oblivion (where it meant nothing) you still got awarded quild ranks as you went through the quests....but here in Skyrim there is no system, you are the newbie -> you are a well standing member -> you are the boss.


Yes, that is what was needed, an actual reason for these random quests to be done, like guild rank and unlocking more of the guild.
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Phillip Hamilton
 
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Post » Wed Jun 20, 2012 1:25 pm

I dunno, I think the radiant quests worked well for the Thieve's Guild questline. It made sense, was part of the story of re-establishing the guild, and you had to complete the set number before you could become Guild Leader.

On the other hand, the Companion quest line felt very short; the radiant quests weren't mandatory aside from what, the first one? and they brought you into the circle & up the ranks to Leader way too quickly. Mage College was similar; you could do the various miscellaneous tasks for the other students/teachers, but you could also skip past all that and go right up to Archmage. There wasn't a real sense of having earned the trust of your colleages or the right to lead the guild.
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Chantel Hopkin
 
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Post » Wed Jun 20, 2012 2:23 pm

Does anyone else feel that the addition of addition of radiant quests suddenly made guilds.....well boring and short??


All the guild questlines are really short, but every guild has 'radiant quests' that can also be done....however most of the time these are optional, and you instead just power throguh the actualy storyline.....


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. Yes in Morrowind and Oblivion there were simple quests where all you did was clear a dungeon.....however quite often these would still have personality to them as a designer would add some sort of flair to the diagolue/dungeon.

Wait, are you kidding me? The dialogue in Oblivion was generally atrocious and the dungeons - oy! The dungeons were all generic affairs with far less variation than I see in Skyrim.
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Aliish Sheldonn
 
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Post » Wed Jun 20, 2012 3:30 pm

Why beth no do Content patches are rearrangements like other companies, there are other game dev companies that would address this much in the same way suggested so far, make the radiant quests neccesary to past certain thresholds or gain bonuses, much in the same way the thieves guild RS missions ALMOST do ;p
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Agnieszka Bak
 
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Post » Wed Jun 20, 2012 2:04 pm

I agree that the radient quest system may have had a negative impact on the guild quest lines, especially seen as the radient quests from the guilds are actually named quests in the log, but I do like the radient quest system as it gives you some quick minor tasks to take care of even after the game is finished. 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.
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Sista Sila
 
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Post » Wed Jun 20, 2012 11:36 am

I like the concept of radiant quests but bethesda missed a huge opportunity to use them to flesh out the guilds. Had i known that I would become the archmage after only three quests i would have put it off longer and done some more sidequests on my first playthrough. What they should have done is require that in between the major questlines that you have to do x number of radiant quests in order to prove your worth. This would have forced you to actually have to work for you advancement and also made a reason to do the radiant quests which for the most part are meaningless except for some hidden goodies. As it was i was head of the College within five days of joining it. :down:
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Emily Shackleton
 
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Post » Wed Jun 20, 2012 6:52 pm

I noticed it mostly with the Companions because of the horrid choices available.

You meet the dudes taking on a giant raiding a farm.

Their radiant quests are like, "Go punch somebody", "Kill a bandit" "Grab an axe".

The mage guild ones seemed to at least send me off to battle evil mages. The DB is assassiantions. The glorious warriors have petty thuggery, minor treasure hunting, and a duplicate of the lowest tier of bounty hunting.
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JERMAINE VIDAURRI
 
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Post » Wed Jun 20, 2012 9:14 pm

OP, I agree. You are spot on.
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Lilit Ager
 
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Post » Wed Jun 20, 2012 1:23 pm

I love the Radiant Quests. They're a lot better than Oblivion and Morrowind's "Filler" quests, and remind me strongly of ALL the quests in Daggerfall, the greatest TES game ever made.
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Dominic Vaughan
 
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Post » Wed Jun 20, 2012 6:09 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.
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Flutterby
 
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Post » Wed Jun 20, 2012 9:47 pm

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.
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louise fortin
 
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Post » Wed Jun 20, 2012 11:26 am

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?
I totally agree with this, I never understood the concept of this when doing guilds. Oblivion suffered from this too however I felt Dark Brotherhood in Oblivion made sense you became listener due to finding the traitor and what not.
But for the mages guild this has always baffled me, oblivion mages guild wasn't bad but i still would have liked a choice to being an archmage and in skyrim, this is even worse during the quests at the college of winterhold, they don't realize the logic that how does a newcomer supersede the other long time members at the college like tolfdir to be the top dog?
Then the repeatable quests when archmage is lame. Idk the mages guild has to be the worst guild in the game and I'm finding DBH to be so much better compared to oblivion.
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matt white
 
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Post » Wed Jun 20, 2012 7:45 pm

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.
Exactly. The College quest line goes way too fast, the one moment you're a student learning a Ward spell and a few jobs later you're Archmage. It would've been much better if some missions had been delayed (Such as when that monk character shows up) until X number of side quests (Radiant or simply optional) had been completed. Let the main story line be divided up in a couple of parts, and you won't go through it so quickly.

I'm actually planning on modding this in. As long as there are good moments in each quest line to add a delay to, it should be doable.
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Reanan-Marie Olsen
 
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Post » Wed Jun 20, 2012 8:11 pm

People choose to play them short, by skipping all the radient quests, and then come here and complain about them being short. I call bullocks.
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Steeeph
 
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Post » Wed Jun 20, 2012 12:56 pm

I'm actually planning on modding this in. As long as there are good moments in each quest line to add a delay to, it should be doable.

I'll play that in a heart beat I'd offer pauses sections but of course you've played the game more than enough to know yourself. *cracks whip*


Shags READ LE THREAD.
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koumba
 
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Post » Wed Jun 20, 2012 9:06 pm

People choose to play them short, by skipping all the radient quests, and then come here and complain about them being short. I call bullocks.
You become the guild master practically before you've even met half of the NPCs in the guild. Unless the guild is so small it only has 5 NPCs. What a "guild".
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lillian luna
 
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Post » Wed Jun 20, 2012 8:02 pm

People choose to play them short, by skipping all the radient quests, and then come here and complain about them being short. I call bullocks.

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.
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Steeeph
 
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Post » Wed Jun 20, 2012 9:26 am

Actually my problem is the way the main questlines are too involved I dont understand how one person can be destined to be something in all the guilds.
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Vahpie
 
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