Guild Difficulty Coordination Thread

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xflclx
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Post by xflclx »

Does anybody have information on Map 3-6 faction chapters?
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Anonymous

Post by Anonymous »

Its not decided yet since we havent done the quests for them yet...the maps themselves arent finished.
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xflclx
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Post by xflclx »

I thought that might be the case. Does anybody have any more recent information on guild chapters and quest givers in Map 1? I check that thread, Jale, but unfortunately it was tentative.
the project comes before pride

Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Anonymous

Post by Anonymous »

I am pretty sure that the Thieves, Fighters and Mages guild are soley based in Firewatch.
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xflclx
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Post by xflclx »

Alright, well I will update the listing when I can. And it seems that there is a consensus that the difficulty should go up as one progresses in a guild (duh), with some guilds being inherently more difficult than others. I suppose we will get to coordinating faction chapter difficulty (i.e. which chapters of the FG or the hardest and which are easiest, like Sadrith Mora FG being alot harder than Balmora FG) when the time comes and we actually have multiple chapters established.
I would also like to make a note on how I see TR's difficult working as opposed to how Tribunal and Bloodmoon's difficulty worked. Tribunal and Bloodmoon were expansion packs; they were not large enough to warrant being seperate games, and thus Bethesda went with the "uberpower everything to challenge player" approach. The expansions were meant to be played only after MW MQ was finished. TR, however, is so large as to be its own game, and as such the difficulty will be set based on the assumption that the player is starting with a fresh character. While this will not preclude players who have run through the MQ from playing TR, it will make much of the early and middle work tedious. Essentially, any level player can jump into TR, however it would be like starting MW, right from the beginning, with that same level of character (imagine starting alternately at 1st, 15th, and 30th level, and that should give you a pretty good idea of what is going on).
That is, at least, the way I understand it. I will be gone Friday 5th-Sunday 7th, so I will not be able to respond to questions or comments during that time.
-Peace all
the project comes before pride

Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Anonymous

Post by Anonymous »

No I dont think that is how it should be done. I think you should be able to take a few easy quests anywhere to get the first one or two ranks and then from that point you can go anywhere to do harder quests, and once you have done all the harder quests you can go to the final hall and do the really hard quest. Instead of going for example 1-2-3-4-5-6 it would go 1, 2, 4, 5 or 6 - 1, 2, 4, 5 and 6 in any order - 3. I think this would work with the TG, FG, MG and Morag Tong.

I put 3 because thats the capital region with Mournhold and Old Ebonheart.

The Imperial Legion functions on a different level. Each region supposedly has its own legion unit. You can rise to the top of any. Perhaps if it is one big faction you have to apply in one area and if you want to move to another you have to ask about a transfer.

The Imperial Cult would work as a 1-2-3-4-5-6 sequence since there are different levels of belief in each area. 6 would be the hardest with the Dres and all.
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Post by Sload »

No.

Some factions are high-level, yes, but having factions as some sort of progression? Ew.

Unfortunately, guild progression is a sticky matter and I don't know what we should do with it, but I know that this isn't what we should do.
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Post by xflclx »

Yes, it certainly is a sticky issue, with many conflicting ideas. I would say, when in doubt, look to the main game and how they did the factions, and try to follow as closely to that as possible, unless there is good reason for deviation.
Going away for the weekend! I'm going to be eager to see how this thread has developed when I get back, eager and terrified. 3 days can see alot of posts...
the project comes before pride

Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Anonymous

Post by Anonymous »

This is how I personally would handle it. When I say 'a Guild' I mean the Thieves, Mages or Fighters guilds.

You walk into a guildhall. They tell you that to join you must speak to the registrar/recruiter/headhunter in the guild HQ, probably in Old Ebonheart. This person gives you the first few quests to get you the first 3 or so ranks. After that you may talk to any of the other guildhalls to get quests, and the completion of any of the questlines gets you a rank. The quests are of varying difficulties, not in any order. Once you have completed all of these you may talk to the Guild Master. S/he will give you some very hard quests eventually getting you his/her position. Then you get a few more extremely difficult quests for a good reward (eg creating your own artifact like the Staff of Magus etc for the MAges Guild).

In the case of the Imperial Cult, they would probably also only recruit in one place. After a short training session they would send you on to somewhere easy where the cult is already established. They would send you to progressivly more Temple-Controlled lands, eventually ending up trying to convert House Dres.
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Post by xflclx »

Sounds like a pretty good idea. Again, variations from the game-set guild structure require reason, and would need agreement. Thoughts, anybody?
the project comes before pride

Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
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