Thieves Guild Questline Complete, where is my free t-shirt?

Post » Tue May 29, 2012 7:47 am

OK, I just finished the thieves guild questline. I find myself thinking what just happened? I love this game, however, they took the thieves guild and ruined it.

I was just so dissapointed, aside from the side jobs, there was nothing "thiefish" about it. It was basically a dumbed down version of the Fighters guild. Where was my epic Hiest? For crying out loud, I have stolen one of the elder scrolls before! All i had to do here was go talk to a guy, go kill bandits, rinse and repeat, suddenly the guild is back to former glory? I'm the guildmaster? Sweet! Wait why arn't we doing bigger things? Lame, the nightingale stuff was alright i guess but it wasn't epic at all. If I had a choice I would have sided with Mercer, sure he was an SOB, but atleast he had big plans, stealing the Falmer Eyes would have been sweet.

Sorry for the rant but I was so excited about the guild and the possibility of some epic hiests and was utterly let down. Still a great game, but There is a hole in my soul now, it's gonna take a lot of beers to fill it.
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kasia
 
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Post » Tue May 29, 2012 11:16 am

You kidding, at least this thieves' guild wasn't Robin Hood's Merry Men like Oblivion.

And working to restore the guild is great.
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No Name
 
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Post » Mon May 28, 2012 10:15 pm

Dude, the guilds in this game are a complete and epic fail of empty vacuum. The mages guild hall is devoid of any activity and doesn't even have any ... like.. facilities there. The mages just sit in their bunks and do nothing all day. The questline doesn't have anything to do with magic at all. They need a warrior, and you happen to be a good one, so you need to step up and save their asses.

The civil war and the main quest are even worse. After the civil war, your leader turns to you and says "Thanks for helping, you're fired. Here's a consolation prize."

After the main quest, nobody in Narnia here even realizes that anything's happened. You are left standing on a freezing mountain in the snow without so much as a "thanks for saving time, space, and the universe. Here's some cake."

Nothing. None of the quests or guilds have any substance or effect at all. None of them have anything to do with their own subject matter. It's absolutely the most hollow collection of questlines I've ever completed.
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Jason White
 
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Post » Tue May 29, 2012 9:51 am

Dude, the guilds in this game are a complete and epic fail of empty vacuum. The mages guild hall is devoid of any activity and doesn't even have any ... like.. facilities there. The mages just sit in their bunks and do nothing all day. The questline doesn't have anything to do with magic at all. They need a warrior, and you happen to be a good one, so you need to step up and save their asses.

The civil war and the main quest are even worse. After the civil war, your leader turns to you and says "Thanks for helping, you're fired. Here's a consolation prize."

After the main quest, nobody in Narnia here even realizes that anything's happened. You are left standing on a freezing mountain in the snow without so much as a "thanks for saving time, space, and the universe. Here's some cake."

Nothing. None of the quests or guilds have any substance or effect at all. None of them have anything to do with their own subject matter. It's absolutely the most hollow collection of questlines I've ever completed.

The Main Quest is interesting (Well I'm about to finish P2) so far, but the Campanions quest was kinda lame past becoming a wolf...
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Mark Hepworth
 
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Post » Mon May 28, 2012 11:42 pm

This is a major letdown for me, as well. Even just having people acknowledge you with different replies based on your accomplishments wasn't done. It's pretty half-baked.
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Melanie Steinberg
 
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Post » Tue May 29, 2012 7:00 am

Dude, the guilds in this game are a complete and epic fail of empty vacuum. The mages guild hall is devoid of any activity and doesn't even have any ... like.. facilities there. The mages just sit in their bunks and do nothing all day. The questline doesn't have anything to do with magic at all. They need a warrior, and you happen to be a good one, so you need to step up and save their asses.

The civil war and the main quest are even worse. After the civil war, your leader turns to you and says "Thanks for helping, you're fired. Here's a consolation prize."

After the main quest, nobody in Narnia here even realizes that anything's happened. You are left standing on a freezing mountain in the snow without so much as a "thanks for saving time, space, and the universe. Here's some cake."

Nothing. None of the quests or guilds have any substance or effect at all. None of them have anything to do with their own subject matter. It's absolutely the most hollow collection of questlines I've ever completed.
Theguilds arent the only duull, lifeless and rushed places. Look at the holds like Winterhold, Falkreath, Dawnstar and Morthal. The game is just bad, I mean damnit im bored already. Kingdoms of Amlur needs to release quicker.
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Rachael Williams
 
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Post » Tue May 29, 2012 12:26 am

Theguilds arent the only duull, lifeless and rushed places. Look at the holds like Winterhold, Falkreath, Dawnstar and Morthal. The game is just bad, I mean damnit im bored already. Kingdoms of Amlur needs to release quicker.



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Kelly John
 
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Post » Tue May 29, 2012 8:15 am

I have not started the thieves guild yet. I did finish the mages collage and it was way to short and then bam your arch mage. I'm just now starting the dark brotherhood. I hope it's more filing, but I keep reading on here that it is not.
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Marquis T
 
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Post » Tue May 29, 2012 7:11 am

Note - I do consider what I say below to be a failing of the game not a failing of people to pick up on things. They need to do a better job introducing these guilds that any reasonable person would expect to be anologs of their Oblivion and Morrowind counterparts - rather than what they really are - either the tattered remains of those formerly empire-wide powers or regional counterparts that partly fill the void they left. That people expect them to be and are let down is not because they aren't paying attention, its because they've played those previous games.

I think its easy to miss that most of the guilds aren't supposed to be (or at least not start out as) anologs to their Oblivion counterparts. They have crumbled and fallen far along with the Empire and much of their quests come after obtaining leadership. I think this difference should have perhaps been made more clear though - because a lot of people miss some of that content or don't bother with it because the "main guild plotlines" do feel far too much like they're suppsosed to be the main point by comparison.

Dude, the guilds in this game are a complete and epic fail of empty vacuum. The mages guild hall is devoid of any activity and doesn't even have any ... like.. facilities there. The mages just sit in their bunks and do nothing all day. The questline doesn't have anything to do with magic at all. They need a warrior, and you happen to be a good one, so you need to step up and save their asses.

It's not "the mages' guild." It's a college of mages - and pointedly not any sort of controlling authority on magic in the province let alone the entire empire like the actual mages' guild was. The mastery quests for each of the schools of magic (including getting to unlock the full abilities of the atronach forge), the experiment to recreate the conditions that caused the disappearence of the dwarves, and most of the 21 unique quests ( only counting repeatable quests as one - this is more than the total of all Oblivion mages' guild quests) do have quite a decent bit to do with magic.

Nothing. None of the quests or guilds have any substance or effect at all. None of them have anything to do with their own subject matter. It's absolutely the most hollow collection of questlines I've ever completed.

Well I'll point to the theives' giuld as a counter example. Not only did it feature 24 unique quests compared to Oblivion's 14, it starts as a shadow of its former self and after gaining control and completing 4 specific post-leadership quests you can build it back up to the influencial organization it used to be.

Its sort of how all of Skyrim is - many more factions (each hold for example) and a more fractured world. The monolithic organisations such as the mages' guild and fighters' guild are not here and the college and companions are not meant to be whole anologs to them. They are foils to those past institutions and demonstrate how the empire-wide organisations of the past have been replaced by fractious and often dysfunctional local organisations that fill the void they left.

They definately should have paced them better and emphasized the post-leadership aspects where they were lacking (companions in particular) and made them more obviously present where they were simply missed (most people miss most of the college of mages quests.)
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Unstoppable Judge
 
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Post » Tue May 29, 2012 11:23 am

dude i know what you mean. i liked the thieves guild main quest for what it was, but i definitely think that the thieves guild quest in oblivion was way better. the way i see it, the thieves guild is better in oblivion, but the dark brotherhood is better in skyrim so it sort of balances out. trust me i wasn't planning on doing the dark brotherhood quest my first playthrough, but it was worth it. so i say give that a try if you haven't already to quell the disappointment.

also i got a glitch in the thieves guild because i didn't do the jobs before the main quest, and apparently the way you actually improve the guild and become the master of the guild is by doing those jobs and unlocking the speech option with brynjolf to become the master. but if you do the main quest first, you can't get that speech option with brynjolf. made me so mad because i realized this like fourty hours of gameplay after i finished the main storyline of the thieves guild.
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Dustin Brown
 
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