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A thing that is anoying me in ES:4

Posted: 2006-05-07 03:25am
by Skelron
So okay I'm up to the mission to gather help for Bruma. After spending a while doing the Mage Guild Quests and the fighter Guild's. (master in fighter's Guild and Arch-Mage of the Mage's Guild).

So heres my question where's my option to send some Battle Mages and arrange a Contract for the fighter's Guild? I mean you'd think it would be an obvious option. Maybe just a small side thing, like heading over to the Arcane University and makng the arrangements, or When your in choral talking to Orreyn about the situation. my issues go on, so Arch-Mage Traven has just killed himself and appointed some stranger who showed up a few Month's ago from no where as his succesor.

And while all this is going on, no one from the Elder Council has shown an interest in the new leader of the Mage's Guild? No one is wondering 'Hay JUST who is this guy? I mean just who is this guy who now controls most of the Mage's in the empire, and runs the university here in our Freaking capital?'

You'd think you'd get a summon's to appear in front of the Council or something.

My issue with this is just that it makes it seem so distant, and minor that you've achieved these things in the game, I want to feel like I am becoming an importent person within the land, I want people to start wondering. 'Wow this guy has taken control of the Fighter's guild and Mage's Guild WHY has he done this, what does this mean.' I want to have quests and missions that spring off from achieving these goals, that come about because you've reached these points, and made these connections. I want perhaps to have problems, that I can deal with, arising from rising high in the thieves guild while running the fighter's Guild.

I want to abe able to initiate policies, such as well sending Battle-Mages to train and work with the fighter's Guild for a year, to gain some practical experiance. (although thats something I can live without being an option:p)

Basically I guess I'm just a little anoyed that the various Guild quests, and main plotlines have no crossover. The fighter's guild and the Mages Guild, along with the Blades all seem to exist in their own pocket universe. (as a side point why dosn't the fighter's guild have any quests from the Mage's Guild, as in why while fighting the Necromancer threat does it appear they never once thought to hire a few fighter's to raid a potential outpost for them?)

Posted: 2006-05-07 03:45am
by Hotfoot
You know, that raises some very interesting points. I'd definately be interested in seeing some custom modding to this end. Of course, I have no idea how much of a pain it would be to set something like this in motion.

Posted: 2006-05-07 04:25am
by PeZook
Hotfoot wrote:You know, that raises some very interesting points. I'd definately be interested in seeing some custom modding to this end. Of course, I have no idea how much of a pain it would be to set something like this in motion.
Actually, not that hard. It's pretty easy to add new quests, and the game can be told to check your guild rank, IIRC. After all, you don't need to actually change much in the world itself, just add dialogue and quests.

Posted: 2006-05-07 04:35am
by Netko
I think it is yet one more aspect of consolitis. In Morrowind, there were several quests that put you in a tough spot if you belonged both to (for example) Fighters and Thieves guild. Nowhere near what you are proposing, but it existed.

Then the little kiddies that like to be the top dog in absolutly everything started whining. And Bethseda listened to them instead of integrating the various guild and other quests more. So we got the "pocket universe" quest lines.

Posted: 2006-05-07 04:40am
by Hotfoot
PeZook wrote:Actually, not that hard. It's pretty easy to add new quests, and the game can be told to check your guild rank, IIRC. After all, you don't need to actually change much in the world itself, just add dialogue and quests.
Right, but to make it possible to affect main storyline quests would take some serious modification, I would think, not to mention testing.

Posted: 2006-05-07 04:46am
by PeZook
Hotfoot wrote:
PeZook wrote:Actually, not that hard. It's pretty easy to add new quests, and the game can be told to check your guild rank, IIRC. After all, you don't need to actually change much in the world itself, just add dialogue and quests.
Right, but to make it possible to affect main storyline quests would take some serious modification, I would think, not to mention testing.
Ah, yes. Naturally. Sometimes, however, even a small touch here and there can help increase immersion by an order of magnitude, like being called before the Council after becoming Arch-mage, for example.

Posted: 2006-05-07 05:21am
by Vympel
Well, there is a quest in the Fighter's Guild quest progression that involves that little Bosmer cunt abandoning a quest for the Mages Guild, so you have to do it for him.

However, I pretty much agree, it's very disjointed.

Did I mention I started playing Morrowind again after I finished Oblivion? Not that I'm unhappy with Oblivion, I just got nostalgic. I'll go back to Oblivion after.