What I Wish They Did For All The Guilds

Post » Thu Jul 19, 2012 1:33 pm

So I know some people might have been annoyed by the Thieves Guild requirement of doing those 20 side jobs total and the 4 primary missions to become Master, but don't you wish they had you do something of the like for the Companions and the College? The Dark Brotherhood made sense for how quickly you rose through the ranks, but the College and Companions did not, and I think that was why they weren't the best of the guilds. If the Companions made you do more contracts, and perhaps assignments with the other Companions as Shield-Siblings so you could learn more about the people outside of the Circle, that would have been fantastic. And for the College, they could have made you recover lost tomes or hunt down magical artifacts to prove your worth as a mage.

Anyone else agree?
User avatar
Monika
 
Posts: 3469
Joined: Wed Jan 10, 2007 7:50 pm

Post » Thu Jul 19, 2012 10:46 am

Maybe like 10 side quests til the next big quest? Or maybe more. 10 seems good to me.
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Thu Jul 19, 2012 3:55 pm

I usually make myself take some side quests to lengthen out the guild quests anyway, as an rp thing, but if the guilds actually required you to do more side stuff I wouldn't be upset. Though, I think the mages guild should make you attend class and take tests rather than just more cave diving. Ya know, just more things that fit with the theme of the guild. I wouldn't complain.
Spoiler
I would also like to see more set pieces like what is seen in Dawnguard. The Snow Elf guy blowing up the castle was pretty badass, and seeing Serana hold him up by the collar of his shirt... Skyrim needs more of that kinda stuff.
User avatar
Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Thu Jul 19, 2012 6:52 pm

With the Companions, I think an easy way to improve things would have been to include a quest or two involving the Silver Hand before the big reveal. That way you get introduced to another faction that is opposed to the Companions, and forms the backbone of that faction's questline. But there's also a bit of mystery. Why the antagonism between these two groups? Why should you be loyal to the Companions? But mostly just by breaking up the story into more quests, the pacing of the faction would have been a lot better.
User avatar
Allison C
 
Posts: 3369
Joined: Mon Dec 18, 2006 11:02 am

Post » Thu Jul 19, 2012 5:30 pm

In addition. I wish there was consequences and decisions within the guild. Not only as headmaster, research this.. rob that ect, but within the questline. A more robin hood approach and method of the Thieves guild. Does that make sense? Like quests with a decision. Good and bad maybe? But I would like a morally grey decisions too.
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Fri Jul 20, 2012 1:38 am

I agree. A few 'classes' for the College - for example, 'cast five apprentice-level spells on Tolfdir'. The need for a few radiant quest between Companions quests would lengthen the Companion's quest, improving its pacing and thus making the questline a very good one - at least IMO.
User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Thu Jul 19, 2012 8:33 pm

I agree. A few 'classes' for the College - for example, 'cast five apprentice-level spells on Tolfdir'. The need for a few radiant quest between Companions quests would lengthen the Companion's quest, improving its pacing and thus making the questline a very good one - at least IMO.

I agree that more quests building up reputation and favour within the guild would help, but I don't think that solves the pacing problem. That problem exists, I think, because too many plot points are lumped together in single quests. This means that within only three or four quests, you've basically completed the entire Companions storyline. Oh sure, it's broken up a little by radiant quests, but that feels very artificial.

So, for example:
Spoiler
In one quest you are asked to retrieve Wuuthraad, and you (i) meet and battle the Silver Hand, and (ii) discover that the Companions are werewolves. Why not break these two plot points up? Have one quest where you encounter the Silver Hand, but you don't learn anything yet about the Companions. Then the next quest could be to do some detective work on the Silver Hand - perhaps the Companions tell you that the Silver Hand are kidnapping and torturing random people because they believe they are werewolves, and so they need to be stopped. Maybe only after that should you discover that the Companions themselves are werewolves (even if you might put the pieces together yourself before that).

Reading these threads always annoys me, however, because I'm always left with the impression that the devs just didn't really put in a great effort with designing the faction storylines. Just a little extra thought about how the story should go, and how the quests should go, and the factions would be a lot better. I find it hard to believe that the devs couldn't have come up with these sorts of ideas, so I conclude that they thought we'd be satisfied with dungeon crawling unrelated to any faction, and radiant quests. I hope that changes in the next TES.
User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Thu Jul 19, 2012 9:44 pm

Well, another point as I pointed out in my previous thread that to be a truly open world and sandbox experience... there should be different ways to finish the entire guild quests.

And I agree... fractions would be a nice addition too
User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Thu Jul 19, 2012 7:52 pm

I agree. A few 'classes' for the College - for example, 'cast five apprentice-level spells on Tolfdir'. The need for a few radiant quest between Companions quests would lengthen the Companion's quest, improving its pacing and thus making the questline a very good one - at least IMO.

I personally think it should have been like Oblivion. Not the recommendations part, but going through the ranks of Novice Mage. Actually my build for the mages guild. I actually made a thread about this. I personally thought it was to obvious the High Elf was going to be the bad guy. I think they should have switched it around. The Eye of Magnus stays where they found it and they don't bring it to the college, Toldir is studying the Magnus, but he is still your teacher. As you go through the ranks you gain an emotional connection with Toldfir, and then he becomes consumed with the Eye of Magnus and becomes a beholder of its evil, while the High Elf is the one trying to stop him. Just because I felt Skyrim painted the Altmer as all bad people and they shouldn't have.

While you think the High Elf is the bad guy, and are being lead, Toldfir.

Second off I know Radiant Quest are "fun" [I find them bland] I think they should have went the old school way. So let's say you have Novice class lessons, but before you can take your Novice test you have to help out the staff with jobs from the different staff members. And these aren't glamorous jobs at first, such as collecting imp gall. Also they should have "Closed" off the Main Quest.

Such as when you learn about the Staff of Magnus, instead of making you go there, instead they send another staff member or member of the college to go, while you do some meaningless task. Yeah sure players will be pissed, but the thing is you still go off to the Staff of Magnus, but it adds the realism that they aren't going to trust an Apprentice mage as something high secret as that. Instead they make you help another teacher, chomping at the bit, fuming angry that you can help with the staff, but instead are forced somewhere else.

And I know a lot of people don't like these "closed ending" quest. But I prefer over the radiant quest were nothing feels like its being accomplished because its the same task over and over again.

Then after you do the ridiculous task that they told you to do, you take your Apprentice test to become the higher rank, find out the staff member didn't come back, go to find them, then at the same time go off and get the staff.
User avatar
kevin ball
 
Posts: 3399
Joined: Fri Jun 08, 2007 10:02 pm


Return to V - Skyrim