Thieves Gyild, Worse Questline In The Game

Post » Wed Jun 06, 2012 5:42 am

http://www.uesp.net/wiki/Skyrim:Torsten_Cruel-Sea asks you to take out the upstart guild Sommerset Shadows in revenge for the death of his daughter, Fjotli. Thereafter, http://www.uesp.net/wiki/Skyrim:Niranye, who tells you the details of the Shadows, becomes the fence in Windhelm. She was a former fence for the TG.

http://www.uesp.net/wiki/Skyrim:Endon, the silversmith in Markarth, was also a former fence for the TG.

Farmer? Scratching my thatch on this one. Are you again thinking of Torsten Cruel-Sea, or maybe (this is a stretch, you may need to apply ice) it's http://www.uesp.net/wiki/Skyrim:Mallus_Maccius. However, he's just a factory worker. Perhaps because he was involved in that whole bee-byproduct business. He's avaricious, and is eager to please Maven Black-Briar.

No noblemen become fences for the TG. You are probably thinking of their special contact in Solitude, http://www.uesp.net/wiki/Skyrim:Erikur. He's just an influence peddler. The fence in Solitude is http://www.uesp.net/wiki/Skyrim:Gulum-Ei. Guess what? He, too, was a former TG fence.

Sigh. You're right. These quests make no sense if... you don't pay attention. :deal:

Damn, beat me to it.

Yes, Cruel-sea is not a fence. He's just a nobleman who has contacts with unsavory people, like Delvin. Yep, that's un-heard of: a politician with shady contacts... :rolleyes:
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Cameron Wood
 
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Post » Wed Jun 06, 2012 10:44 am

I think this is the second thread youve started about this
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JR Cash
 
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Post » Wed Jun 06, 2012 5:01 pm

You see, this is the problem with these inane trophies.
Even though they add zero gameplay, even though they are meta and not immersive, people still go for them, presumably because they are there.
I wish that not all gamemakers felt obliged to make these silly trophies that do nothing and add nothing.
Especially in a game like this, that is supposed to be about immersion.
Its quite hard to be in a world when every couple of hours there is a noise and youre reminded its just a game again because something incredibly arcady pops up.

There's nothing wrong with the trophies. I was at least 100 hours in before I knew they even existed. You're right in that they're completely pointless. But that says more about the person who does quests to get them than it does about the useless trophies themselves.

The OP is one of the closest things to a 3 year old having a public tantrum that I've ever seen on the internet.

1. How do the weapons from the TG quests svck? The Nightengale Blade and Bow are excellent weapons. Until your enchanting skill gets to 100 and you take the dual enchanting perk, you can't make a bow as effective as the Nightengale Bow. There may be an exception with Daedric stuff, but that's an entirely different thing in the game.

2. The OP is shocked at members of the TG being kind of a lowlife group of people. I guess it may surprise him that the DB is a group of killers too.

3. Every Daedra makes you pledge your soul to them and serve them forever if you do their quests. If one wants to observe the wild inconsistencies that causes, particularly as it relates to the Dragonborn eventually ending up in Sovngarde, that's fine. To point it out as a special flaw is lame.

4. The OP wants to know why people would become fences. Here's a hint: Money. There's also a Daedric quest that reveals that some of the otherwise normal NPC's that you'd likely encountered before turn out to belong to a cannibal club (it's a horribly lame quest, don't do it if you haven't already). Anyway, back to the fence thing; these people want to make more money and are protected by the TG. It's called a Sure Thing.

5. You're not forced toward the TG line. Do the thing for Brynjolf and you're pretty much done. And if one has objections to their character being a thief, oh well. Sometimes you have to get your hands dirty. And if all it involves is picking one lock and placing the stolen item into someone else's pocket, oh well. This is a dilemma Ned Flanders could easily overlook.

The OP doesn't enhance their credibility by not knowing the difference between the words "worse" and "worst".
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Rob Davidson
 
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Post » Wed Jun 06, 2012 4:21 pm

When video games are better than ever, the fans [censored] like never before.
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evelina c
 
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Post » Wed Jun 06, 2012 4:14 am

Well i'm going for the 'the one with the shadows' trophy and i asked for a job so Vex said: Rob Ysoldas house in whiterun. And I was like: wait thats my wife?!?
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Grace Francis
 
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Post » Wed Jun 06, 2012 12:55 pm

Well i'm going for the 'the one with the shadows' trophy and i asked for a job so Vex said: Rob Ysoldas house in whiterun. And I was like: wait thats my wife?!?

Should be pretty easy then....!
You can just turn it down if you have an issue with it.
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Becky Palmer
 
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Post » Wed Jun 06, 2012 5:21 pm

I think this is the second thread youve started about this

Mmhmm. The first one was about how he was going to do the TG quests. This one is about how hes done them. *sigh* :eek:
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Anna S
 
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Post » Wed Jun 06, 2012 3:44 am

The OP is one of the closest things to a 3 year old having a public tantrum that I've ever seen on the internet.

No kidding.
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Solène We
 
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Post » Wed Jun 06, 2012 8:48 am

i dont really like it either, more thieving less nocturnal!
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Motionsharp
 
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Post » Wed Jun 06, 2012 4:00 pm

Better than Companion's and Mage's.

Put together. You can throw in Bards too, since that will only reduce the total :hehe:

So in my opinion, that questline svcks least :P
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Robert Devlin
 
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Post » Wed Jun 06, 2012 2:13 pm

http://www.uesp.net/wiki/Skyrim:Torsten_Cruel-Sea asks you to take out the upstart guild Sommerset Shadows in revenge for the death of his daughter, Fjotli. Thereafter, http://www.uesp.net/wiki/Skyrim:Niranye, who tells you the details of the Shadows, becomes the fence in Windhelm. She was a former fence for the TG.

http://www.uesp.net/wiki/Skyrim:Endon, the silversmith in Markarth, was also a former fence for the TG.

Farmer? Scratching my thatch on this one. Are you again thinking of Torsten Cruel-Sea, or maybe (this is a stretch, you may need to apply ice) it's http://www.uesp.net/wiki/Skyrim:Mallus_Maccius. However, he's just a factory worker. Perhaps because he was involved in that whole bee-byproduct business. He's avaricious, and is eager to please Maven Black-Briar.

No noblemen become fences for the TG. You are probably thinking of their special contact in Solitude, http://www.uesp.net/wiki/Skyrim:Erikur. He's just an influence peddler. The fence in Solitude is http://www.uesp.net/wiki/Skyrim:Gulum-Ei. Guess what? He, too, was a former TG fence.

Sigh. You're right. These quests make no sense if... you don't pay attention. :deal:


Olfrid Battle-Born is a nobleman and gives you the quest for whiterun. A dirty one, but still, no sense in him offering to be a fence. He does'nt need to be.
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Susan
 
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Post » Wed Jun 06, 2012 11:51 am

When Skyrim first launched, I thought that everyone was in agreement that either the TG or DB was the best guild questline. It seems peoples opinions have changed.
In my opinion, I thought the TG had an amazing questline. It had successfully executed plot twists along with a very intresting story along with some amazing and fun dungons.

I sadly can't compare this one to Oblivions though. I have done every guild questline in Oblivion (DB, FG, MG) except for the thieves guild. I should really get to doing that soon :confused:
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neen
 
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Post » Wed Jun 06, 2012 8:05 am

Olfrid Battle-Born is a nobleman and gives you the quest for whiterun. A dirty one, but still, no sense in him offering to be a fence. He does'nt need to be.

He isn't. He's an influence peddler, like Erikur in Solitude. He facilitates the TG's connections in Whiterun, but that's it. He is not, never has been, never will be a fence, nor does he offer to do so. The Whiterun fence is http://www.uesp.net/wiki/Skyrim:Mallus_Maccius.
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Tai Scott
 
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Post » Wed Jun 06, 2012 2:51 pm

The TG story line was the best out of all the guilds in the game. Compared to the DB or College of Winterhold, it had a logical progression and made you feel connected to some of the characters at least.
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bonita mathews
 
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Post » Wed Jun 06, 2012 5:04 pm

i thought it was pretty good , what i sometimes don't understand is that people complain when they don't get a super i win weapon or item at the end of the quest and that seems to be the problem with the OP

Anyway i think it is so much deeper than the darkbrotherhood quest line , which starts well but then turns out into a go kill that innocent person and go kill that poor beggar , , i hated that and since then each time i just kill Astrid and her little merry band
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Karen anwyn Green
 
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Post » Wed Jun 06, 2012 4:56 am

Thought TG quest line was Best, well maybe 2nd to MQ at least, DB 3rd. Mage and Companions were meh, ok. I probably would put Civil war quests at the bottom in terms of which i enjoyed, probably bc i did both sides of the war at the same time (with 2 characters obviously, one Nord and and other Imperial) and they were practically the same damn thing so it was disappointing.

Thieves Guild quest was the most interesting to me, the "extra jobs" were a bit tedious bc you need to do at least 20 to get all the special assignments. I could see if you don't enjoy stealth gameplay how you might come to loathe the questline, but its pretty damn good if you looking for it. Karliah is probably my favorite npc in the game, or at least top 5.

as for the armor, i enjoyed all of the thief based sets. They had useful enchantments for playing as thief and looked decent too. Nightingale armor is the best looking though, not sure what armor you are looking at... its dark, cloaked, and tough leather what else do you want in a stealth oriented suit?! plus the Eyes man! how do those eyes not look cool!?

This is one bogus thread man... i don't like Mercy either but that's bc you are not suppose to like him, he's a rotten guy :facepalm: and its the item (Skeleton Key) he has that makes him powerful, hence why they want Nocturnal to have their backs.
As for Nocturnal, she was my favorite daedric prince out of all of them. She's beast man, Power + Beauty. She seemed to be the most influential one in the game too. Most of the others were weak and boring... go do this one thing or kill this one blah blah blah in my name and be my champion... yawn. Although i definitely thought Sheogorath was cool too, but his part was way too short and he didn't even do much. Nocturnal's reward is mainly the luck she bestows upon you not an item or prize, this is even explained in the game to you... jeez

I think you might have just missed the point, or just were initially biased to the questline bc you felt forced into it for the trophy :down:
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Johanna Van Drunick
 
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Post » Wed Jun 06, 2012 2:54 pm

I have done the thieves guild quests on every play through I have done maybe 3 to 4 times and the only thing I can think of that really bugs me is this.
The thieves guild is going down the drain their luck has gone etc . Here is my idea get their lazy backsides out of the ragged flagon/cistern and get some work done. If Vex says to me one more time " hey these jobs aren't going to do themselves I will scream. Send the lazy drunks out and don't let them back in until they have some thing shiny gold or items for the vault.
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claire ley
 
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Post » Wed Jun 06, 2012 7:34 am

It's the best I thought. It has a plot and a theme, which is more than what I could say about other faction questline.
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Daniel Lozano
 
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Post » Wed Jun 06, 2012 10:24 am

Still a fair amount I haven't done in this game (I'm bad about that, I sidetrack myself both intentionally and unintentionally nonstop, and reroll a ton. Morrowind may be my favorite game ever and it took me well over two years to finish the main quest) but the thieve's guild line is shaping to be my favorite in Skyrim. Completeld once, got 2/3rds through on another char and deleted him, currently about 2/3rd on my current char.
And you can do the barest minimum possible, at the lowest level possible for the trophies.
Which is what I did.

The thieves guild quests are unnessery vileness wrapped up in writing and acting so sickeningly sentimental and teeth hurtingly sacharine you would think they were talking about a honey farm, where cute bunnies hopped round the fields and everyone was lovely and nice.

They ar'nt even consistant. One minute you are stealing from Torsten Cruel-Sea, next he is asking for your help and being your fence.
People for no discernable reason, however good and decent, suddenly want to become fences. Some you might expect, but seriously. A silversmith a farmer, a nobleman? None of those have any reason to be or want to be fences.
Did you listen to or read the quests? They never said they were nice or good, they blatantly say they care more about coin than anything else, this is not the "Robin Hood" thieve's guild. At all. They mostly focus on protection rackets and outright theft, with occasional odd jobs that are more vicious. They have a rule of not killing (which they break sometimes, but much of that makes sense towards the end of the main quest), and that's mostly for self-preservation.
And since when did a tg, with no hint that they help anyone, be called to avenge a dead girl?!
Would'nt the Companions be a better, more logical choice? There is no logic to any of it.
It makes perfect sense. The farmer is *poor*, and wants a person killed and an organization crushed. The Companions would have no interest, effectively risking soldiers for no gain. The farmer knew the (Riften) thieve's guild and has contacts in Windhelm, and offers help for the thieve's guild to re-establish themselves, as well as pointing out a competing thieve's guild that gleefully kills often is a threat on many levels. Both sides have multiple things to gain, and little to lose. The Companions don't run crime in cities, so no coin means they're not interested.
Mercer Fry is pathetic and weak. And they act like he's so strong and force you to give your soul to Nocturnal, for no help at all, were no help is needed.
You literally get no help at all for the rubbish with Nocturnal.
This is barely coherent, but again Mercer Frye's odd behavior is central to the quest chain. He's behaving erratically and exceedingly violent, you're given the option to ask "Isn't murder a Dark brotherhood thing, not ours?" and he simply tells you to shut the hell up. He's not following the rules, he's a bad leader for many reasons, and it sets up why you have to remove him.
Not even the deadra makes sense.
Nocturnal is a idiot.
Why anyone would follow her is beyond me.
She offers nothing, for ridiculous ammounts in return, and does'nt even give you or let you keep a artifact.
I refused to be a agent of anything and left as soon as I could.
Because even that's not giving you anything. And I had zero interest in it, and as far as my character was concerned, she had nothing to do with Nocturnal. No deal, nothing.

All the other deadra give you stuff for being their champion or doing things for them.
And it's all optional.
The daedric lords are all crazy, haven't you figured this out. Nocturnal was betrayed by a major lieutenant, who grabbed her artifact. They are limited in acting directly in the world, but the quest line she re-establishes herself, and her remaining lieutenants seem quite loyal to and happy with her.
I refused to wear any of the s**t armour or use the s**t weapons. I threw them all away in the wilds were no one could pick them up and give them back to or ask for them, or find them.

The Nightingale armour is the most hideous, ugly armour in the entire game.
It simultaniously makes you look big headed, skinny, flat chested, with a big ass.
The 'skirt' is the most ugly, unflattering thing I ever saw. The cloak is horrible.
It is like a cheap batman costume, skyrim style.
Except that Nightinggale/guildmaster/thieve's guild armor is some of the most loved in the game. (Admittedly a lot of this is because much of the rest is hideously ugly) The helm is the only way to get price reduction other than necklaces, and it stacks. The speechcraft neck at the end is amazing and not available anywhere else. The basic thieve's guild stuff is wonderful for an actual starting *thief* and can be acquired very easily and early.

The rest of your post was alternately whining and saying Mercer Frye is the only one who made sense (apparently you can't make up your mind in even one post, you say he's the worst thing since Hitler as well as makes no sense in the beginning). Usually I'd say games like this everyone is entitled to their opinion and gameplay preferences. You're now the exception, I'm declaring you fundarmentally wrong.
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Angela Woods
 
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Post » Wed Jun 06, 2012 6:20 am

Also I like to point out is that without nocturnals blessing, we would not have made it out alive with the fight with Mercer seeing how it was a stroke of luck that a wall caved in at the last second.
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Noraima Vega
 
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Post » Wed Jun 06, 2012 7:32 am

Well, it's a matter of opinion.
I loved the guild storyline. The reality is thieves woudn't turn down a job at a honey farm just because it isn't 'manly' enough. Coin is coin. I honestly find the thieves guild questline to be well written, with a few excellent plot twists.
The nightingale armor is amazing, and I love the guild armor as well. And you call one of the best swords in the game a lame reward?
I think someone is looking for reasons to complain about the game. Sad, really.
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Amy Gibson
 
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