Crisb92 Posted June 18, 2007 Share Posted June 18, 2007 After beginning Morrowind again, and working my way up through some of the guilds I began to notice something that seemed to detract from the immersion. While the guilds certainly send you on quests that tie in with other fighters/mages/thieves/soldiers/house members, they do not actually require you to have much skill in the skills they promote, other than to join and gain rank, obviously. Not only does this make it harder to gain rank, without specifically using these skills, but makes it feel that you aren't really becoming a member. Because of this, I thought it would be best to ask, 'how would you change the guilds?' What would you do to the normal guilds so that it felt like you were becoming a member, rather than someone who runs errands? On top of this, if any of you know of any really good modifications to the vanilla guilds, or new ones, it would help people to find them. Some suggestions:- (Thieve's Guild) Have you actually steal things from people, rather than from dark, secluded areas that can be infiltrated by simple telepathy/invisibility.- (Mage's guild) Need to use levitate or unlock spells, implement a use for lock spells. The mage's guild is a hard one, as it is difficult to create unique situations where you can only get something through magic.- (Fighter's Guild) This works quite well, as it is the easiest to implement, although I would like to see more group fighting, such as small battles against groups outlaws/bandits with your fellow members.- (Great Houses) I do not have any great expertise with the great houses, but they do seem to interact well.- (Tribunal/Imperial Cult) Would have been interesting to send you on missions to secluded areas where you 'preach' to Ash landers/other groups and convert them to your religion, or get killed... I would also have liked to see more spying with the blades and a quest line other than the Nerevarine, as well as something from the Census and Excise agents, as they seem to both have great potential. Link to comment Share on other sites More sharing options...
Povuholo Posted June 18, 2007 Share Posted June 18, 2007 I'd like better rewards for reaching certain ranks too. The only thing the guilds offers for higher ranks only are new spells and training. This isn't really that good, and I barely use them. Fighter's Guild: Training room with functioning dummy and practise weapons. Doable. Mages guild: A library and practise room. Doable. Thieves Guild: Fences would've been nice if not for the fact that you can sell your stolen stuff to regular merchants, as long as they aren't the owner of the items you sell. Maybe just new merchants with more gold than the average merchant (not counting Mournhold merchants). Doable. Then there are some things which are very similar to each other. Morag Tong: Special alchemy set that can't be picked up, which can be used to make good poisons. Healing/fortifying effects are less strong. Doable. Thieves Guild: A room with tools (which you can't pick up) to create your own lockpicks from arrows and other items. Doable. Mages Guild:A special spellmaking service that creates slightly more efficient spells than when you make one from normal npc's. I don't think that can be done. Or an enchanting altar which fortifies the player's enchant skill and intelligence. Doable. Fighter's Guild: Maybe a special anvil that enhances your armorer skill. Doable. Link to comment Share on other sites More sharing options...
Crisb92 Posted June 22, 2007 Author Share Posted June 22, 2007 To address the fences for the thieves guild there is Morrowind Comes Alive.This mod is really good for immersion, it adds many npcs that are not specific, such as commoner, mage, fighter, etc. All the classes that you were told existed. This also gives the feel that the game isn't totally levelled, as it has crusaders and warriors that carry good gear, but cannot be killed by lower level characters, easily. Link to comment Share on other sites More sharing options...
Malchik Posted June 22, 2007 Share Posted June 22, 2007 At least in MW you require some magic skills to progress to Archmage, unlike some games I could mention. For the MG, it isn't as hard as it sounds to think of a quest line that requires you to display certain skills provided spell scrolls are removed for the relevant spells - a foe could be immune to all but a particular destruction spell, you might have to conjure a high level beast etc. Currently this is compromised by the fact that all these effects can be achieved with scrolls but it is not beyond the wit of man to get around this quite easily. What I would have liked were a few more impossible combinations - mages guild and house telvanni, temple and imperial cult etc. Link to comment Share on other sites More sharing options...
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