The guilds in this game are incredably short?

Post » Sat Jun 02, 2012 3:47 pm

I disagree. You can start a new game, leave Helgen and become leader of the Mages guild as a level 3 character with no knowledge of magic. That is something to complain about.
Level 3, unless your playing on Novice that isn't happening.
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Killer McCracken
 
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Post » Sat Jun 02, 2012 11:06 am

the mages of the college entrusting you to be the archmage after three quests and a few days is just silly no matter how you look at it. what they should have done is require that you do most, if not all the side quests, in order to become the archmage or harbringer. clearly you have no idea how most jobs work. you dont become president of a company after a few months on the job.

Its quite a hard slog though with some interesting dungeons.
And in the end you aren't becoming Archmage of all of Tamriel (like in Oblivion), but just the boss of some backwater College with 10 or so people.
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Dean Ashcroft
 
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Post » Sat Jun 02, 2012 1:49 pm

I guess I have a different perspective here, guild quests were always 'filler' for me in Oblivion and Morrowind, something to do when I was bored of aimless wandering and dungeon crawling. Since that's what I do more than anything else, to me the length of them is reasonable...my complaint with the quests is the completely standardized nature of most of them.
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Josee Leach
 
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Post » Sat Jun 02, 2012 7:22 pm

I agree, I liked in OB how you went through ranks and all that stuff, it was so much fun. Although the storylines weren't very engaging. I really, really enjoyed the stories in Skyrim, but I'm just so disappointed they had to come to an end so quick and abruptly. I mean, the COW had SO much potential and I was really excited to learn about the
Spoiler
Psijiics and The eye
but it seemed right when I was learning, having fun, and hoping to be promoted, it was over.

I thought the DB was much better and had many climix's and a great resolution.

Thieves Guild was longer and very fun, just not as much sense of moving up "through the ranks" like I loved in OB.

Companions wasn't even the traditional "Fighters Guild," and was very short.

In all honesty, a few of the Guilds were like the best books I'd ever read, but there was only 100 pages.
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pinar
 
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Post » Sat Jun 02, 2012 6:48 pm

Its quite a hard slog though with some interesting dungeons.
And in the end you aren't becoming Archmage of all of Tamriel (like in Oblivion), but just the boss of some backwater College with 10 or so people.

and yet there are at least four people that were at the college far longer than i was and already master of a school of magic (while my character doesnt have to be). they should have been chosen instead. it certainly would have made more sense to have tulfdor as the next archamage since he was already one of the main teachers. the dungeons were fun but by no means that long. oblivions mages guild questline was definitely longer than skyrims. simply requiring someone to do all or most sidequests in order to advance would have been minor but effective improvement.

its the same reason i always preferred house mods that had a fee or even better a quest to get them. if im going to be given a free house, access to special gear and items like lockpicking chests or an alchemy garden and extra vendor etc. then make me work for it.
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MatthewJontully
 
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Post » Sat Jun 02, 2012 12:34 pm

and yet there are at least four people that were at the college far longer than i was and already master of a school of magic (while my character doesnt have to be). they should have been chosen instead. it certainly would have made more sense to have tulfdor as the next archamage since he was already one of the main teachers. the dungeons were fun but by no means that long. oblivions mages guild questline was definitely longer than skyrims. simply requiring someone to do all or most sidequests in order to advance would have been minor but effective improvement.

its the same reason i always preferred house mods that had a fee or even better a quest to get them. if im going to be given a free house, access to special gear and items like lockpicking chests or an alchemy garden and extra vendor etc. then make me work for it.

lol i was thinking the exact same thing, in every case your a nobody and in 5 quest your the big boss
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Chloe :)
 
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Post » Sat Jun 02, 2012 2:16 pm

I really disliked the way the Companion's worked. You did one main quest, then one radiant quest... then two main... one radiant... then two more... now you're the leader, congrats!

The worst part, again, unlike the thieve's guild, attempting to pick up menial tasks as a low level was often impossible. No, Aela wants to talk to you, you're not allowed to progress slowly.


And when looking on the wiki, I just noticed that the gap between formal induction into the companions and becoming a member of the circle... is a single radiant quest :stare:
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Lil Miss
 
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Post » Sat Jun 02, 2012 7:28 pm

Bethesda Fleshed out the side and misc quests in this game to the point where they are more interesting. However, since Morrowind, the Guild Quest lines have been getting shorter and shorter. I was quite surprised at how little I had to do to become Archmage. I have not done Thieves or DB or Companions yet. But, the Civil War was shorter than I thought it should be too. With CW and MG, it seemed like there was in Intro, then straight to Act 3 skipping over Acts 1 (the set up and character development) and Act 2 (the plot development). It just went straight to the final stages.
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joseluis perez
 
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Post » Sat Jun 02, 2012 5:00 pm

Bethesda Fleshed out the side and misc quests in this game to the point where they are more interesting. However, since Morrowind, the Guild Quest lines have been getting shorter and shorter. I was quite surprised at how little I had to do to become Archmage. I have not done Thieves or DB or Companions yet. But, the Civil War was shorter than I thought it should be too. With CW and MG, it seemed like there was in Intro, then straight to Act 3 skipping over Acts 1 (the set up and character development) and Act 2 (the plot development). It just went straight to the final stages.

the thieves guild questline is the one guild that i think is much better than oblivions. :) the DB questline isnt as long as oblivion's, but i like skyrim's DB members more.
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Angel Torres
 
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Post » Sat Jun 02, 2012 2:36 pm

There was definitely no thought given to narrative pacing. You just have to bring it about voluntarily by letting a quest line sit on the back burner for awhile every time you finish a stage or two.
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JaNnatul Naimah
 
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Post » Sat Jun 02, 2012 10:54 pm

There was definitely no thought given to narrative pacing. You just have to bring it about voluntarily by letting a quest line sit on the back burner for awhile every time you finish a stage or two.

thats actually a good point. have a few days in between the quests would have been a huge improvement. it bugged me to no end that as soon as i returned from the second quest for the mages guild (which took me less than a day) they already had a certain object of enormous size there already. what happened to tulfdor and the mage studying it at the site. "its new, its shiny and never been seen before and we have no idea what it does........lets take it back and put it right smack dab in the middle of our main building which not only houses the archmage's office but the library as well." :facepalm:
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Christine Pane
 
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Post » Sat Jun 02, 2012 6:54 pm

it bugged me to no end that as soon as i returned from the second quest for the mages guild they already had a certain object of enormous size there already. what happened to tulfdor and the mage studying it at the site. "its new, its shiny and never been seen before and we have no idea what it does....

They needed it in a hurry for the college disco.
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Sierra Ritsuka
 
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Post » Sun Jun 03, 2012 1:53 am

Is wondering how the people who said "they're trimming off the fat" feel now that the Bare bones is whats left :D


Really honestly maybe 2-4 more "story quests" and better handling of the RS missions would have sufficed Infact I dare call that a Combination of Dagger falls do the random missions, Morrowinds Get your skills up to advance, and Oblivions move your hide and do mission for different guild locations would have been utterly satisfactory for the most part I think.
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Paul Rice
 
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Post » Sat Jun 02, 2012 7:12 pm

I think the thieves guild was the best written quest line in the game despite the annoying reputation quests to become leader.
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Joey Avelar
 
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Post » Sat Jun 02, 2012 11:20 am

me and my friends discussed this having put many hours into oblivion and we came to conclusion that in oblivion quests>dungeons and skyrim quests
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Robert Garcia
 
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Post » Sat Jun 02, 2012 11:29 am

Well I can't see so big difference between Skyrim and Oblivion. Both of them have too few factions and guilds and those they have are absolutely too short. But what I think is made better in Skyrim is that the quests can have different places and npcs when you are playing them with another character. It's also pretty good that in some factions you can continue playing random quests forever after mastering the guild. But truth is I still miss a lot such a factions as Great Houses, Temple and Imperial cult. I wonder why there's no more playable religion based factions?
Spoiler
I also think it's shame to have in Skyrim and Oblivion Dark Brotherhood as only playable assasins faction. Their Sithis-worshiping-Nightmother-cultists are really lame compared to fine faction called Morag Tong. I don't want to be a part of fanatic dead-woman-followers. I just want to kill for money and that's it. I'm sure there are some people who like the DB, so I don't wish them to remove it from next games. I just want to see both assasin factions as playable and competing with each other.
Thalmor banned religion factions.
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Spaceman
 
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Post » Sat Jun 02, 2012 5:30 pm

..which is a bad thing because..? :tongue:
It isnt cournal autumn.
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Albert Wesker
 
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Post » Sat Jun 02, 2012 4:10 pm

I felt the College quests were fine but that my becoming arch mage was way too fast. There wasn't even a need for that. I don't understand why they feel we have to be the eventual leader of every single faction we become involved with. I didn't even want to be the leader of the College although I do like having the Arch Mage quarters which are very spacious and full of lots of nice items. Still I rarely go there because it's just not as convenient as the town homes and I think my character being Arch Mage is rather silly. I went from unknown beginner to archmage in a handful of quests. It should take years to become leader of such an organization not mere moments. I don't care who recommended me, that made no sense at all. But there were plenty of quests associated with the College and overall I was satisfied with that experience.
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Luis Longoria
 
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Post » Sat Jun 02, 2012 2:15 pm

I really hated how the civil war turned out. I was looking very forward to it, but it makes no sense, why does taking over a castle in a snowy mountain help you take over a town about 2 kilometers away. i didnt even have to take it over, it was automatically ours. and taking over whiterun gave the stormcloaks 2 villages and a fort or something like that. without figthing. And i just loved how Ulfrich gave me orders.
MEEEEE: ¨What should i do now¨
Ulfrich the Jarl of the most awesome city in Skyrim: ¨you are free to harras, [censored] and even PWN the Imperial. BUTTTTT i think Galmar needs your help killing a few legioneiries, even though he clearly has double the soldiers at he′s camp, and an unfair advantage cause the [censored] imperial supply line is cut off.¨
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Amysaurusrex
 
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Post » Sat Jun 02, 2012 3:19 pm

I think that they should have had longer guild questlines for people who like to play Elder Scrolls games like Dragon Age: Origins ... i.e. a linear game with four or five chapters that can be taken in different orders. But I don't play Elder Scrolls like that, and those asking for longer questlines should be aware that they are asking for more linearity in a game series one of whose main virtues is extreme non-linearity. For me, DB, Thieves' Guild and MQ are all plenty long enough. The Daedric Shrine series is absolutely massive. The Mages' Guild is a bit short if you want one overarching narrative, but it serves very well as a quest hub. I'm willing to believe that the Companions is a bit short, but don't much care about the merc guilds; I think that I only completed the Fighters' Guild lines once for Oblivion and Morrowind.

Basically, I think the complaints are overcooked.
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Angela Woods
 
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Post » Sun Jun 03, 2012 1:22 am

Not only are the guild dissapointly short, but its also svck when becoming master. The game doesnt make me feel like a guild-master. Young adventerues should come to me and ask for my advices, and maybe ask for being signt-up. People should show that they know my role as a guild-master. I should have duties, and should be able provide work for my employees.

The game gives you no options when playing a master of a guild.
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Claire Vaux
 
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Post » Sat Jun 02, 2012 3:15 pm

the lack of follow through after finishing a quild quest line is pretty standard. they've done more with radiant quests that continue- but in terms of recognition of the new position- no.
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JD FROM HELL
 
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Post » Sat Jun 02, 2012 10:01 am

I think that they should have had longer guild questlines for people who like to play Elder Scrolls games like Dragon Age: Origins ... i.e. a linear game with four or five chapters that can be taken in different orders. But I don't play Elder Scrolls like that, and those asking for longer questlines should be aware that they are asking for more linearity in a game series one of whose main virtues is extreme non-linearity. For me, DB, Thieves' Guild and MQ are all plenty long enough. The Daedric Shrine series is absolutely massive. The Mages' Guild is a bit short if you want one overarching narrative, but it serves very well as a quest hub. I'm willing to believe that the Companions is a bit short, but don't much care about the merc guilds; I think that I only completed the Fighters' Guild lines once for Oblivion and Morrowind.

Basically, I think the complaints are overcooked.

if you dont want to do quests then dont do them. having short quests only hurts the players that want longer involved quests and want to feel like they have actually earned something instead of being handed stuff on a silver platter. the complaints are NOT overcooked because virtually everyone disagrees with you. having more quests and longer quests does NOT make the game more linear at all. there is nothing stopping someone like you from doing a quest then wandering around the world and then doing another quest later on. there is however a problem when i do three quests in a row and im all of a sudden a guild leader.
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N Only WhiTe girl
 
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Post » Sat Jun 02, 2012 11:13 pm

Lots of us love the Elder Scrolls and Bethesda and want things to get better- not to lose assets along the way for whatever reason. That's not overcooking, or [censored]ing.

It's a family; and the Skyrim child arrives to much hooray and the child is the handsomest and brightest of the lot, but lacking depth.

He's a Salesman, this Skyrim child. He'll do well in pleasing people and selling things.

PS I said the 'itch' word; didn't know it was censored.
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Richard Dixon
 
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Post » Sat Jun 02, 2012 9:02 pm

man im seriously gutted and wish i didnt read this, i had my heart set on them being long like oblivion, i havnt started any yet and now dont want too, sniff sniff, i know you cant expect to much from them, theyve allready made an amazin game, but guilds have allways been a big part of tes, i would take loads more guild quests over hundreds or pointless ones, though i do like alot of the misc quests, as long as theres differnt dialog than im interested, if it starts repeating then ill lose interest though, do the radiant ones repeat
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Nicole Elocin
 
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