Fighters Guild dailies for destroying Mini-Anchors:
Something akin to the existing Dark Fissures, but in the style of Oblivion's Oblivion gates. You are tasked to go to a Dark Fissure location where instead of a Fissure, a Mini-Anchor has spawned (anyone who is not on the quest would just see a Fissure, as normal), and you need to defeat the enemies there. Once defeated, activate the pinion to be pulled into a delve-sized Coldharbour area. Fight through and defeat the boss to reach the Mooring Pinion. In addition to the immediate quest reward, you can stock up on Mooring Pinions to exchange for rewards. The assets for Mini-Anchors already exist; I think they are (or were? not sure if they're still around) part of a Dremora's spell arsenal.
Mages Guild dailies for collecting Lost Lore:
A quest to go recover a random lorebook (but not a purple one) from a delve. The book would be in a chest located behind the delve boss. In addition to the immediate quest reward, you also get some token that you can stock up on to exchange for rewards later on.
What we also need are some solo dailies (that are interesting enough and rewarding enough to be worth repeating). All PvE-zone dailies at the moment (apart from Crafting) are for groups.The Justice System, Thieves Guild, and Dark Brotherhood would add some more opportunities for dailies.
- Fighters Guild Dailies: You're sent out to shut down a mini dark anchor. These could occur in the same random places as the existing dark fissures, but you need to go into Coldharbour to find the pinions (a la Oblivion's Oblivion Gates). If you're not on the quest, you get the standard dark fissure which disappears after defeating the boss. If you are, you get to enter the mini anchor after defeating the boss and experience a delve-sized dungeon on your way to the pinions. In addition to the standard reputation/experience/gold reward, you get to keep the Anchor Pinion, which can be exchanged for gear. The more you collect before you exchange them, the better gear you receive.
- Mages Guild Dailies: You're sent to a delve in the region to recover lorebooks to be brought back and translated (a la Skyrim's Shalidor's Insights). If you're not on the quest, the delve acts like normal and the chest containing the book cannot be found. The chest would either be in the main boss room, or in a side room with a mini-boss. In addition to the standard reputation/experience/gold reward, you get a Gem Fragment, which can be exchanged for items. The more you collect before you exchange them, the better items you receive.
- City Guard Dailies: (Not very interesting, but would give you a bit more gold and XP if you want to go grinding.)
- [x] creature is harassing [y] location. Go and kill [n] of them.
- [x] criminal has escaped and is hiding at [y]. Go and apprehend them.
- [x] item has been stolen, and has been taken to [y]. Go and retrieve it.
- [x] citizen has been kidnapped and taken to [y]. Go and rescue them.
Fighters Guild dailies for destroying Mini-Anchors:
Something akin to the existing Dark Fissures, but in the style of Oblivion's Oblivion gates. You are tasked to go to a Dark Fissure location where instead of a Fissure, a Mini-Anchor has spawned (anyone who is not on the quest would just see a Fissure, as normal), and you need to defeat the enemies there. Once defeated, activate the pinion to be pulled into a delve-sized Coldharbour area. Fight through and defeat the boss to reach the Mooring Pinion. In addition to the immediate quest reward, you can stock up on Mooring Pinions to exchange for rewards. The assets for Mini-Anchors already exist; I think they are (or were? not sure if they're still around) part of a Dremora's spell arsenal.
Mages Guild dailies for collecting Lost Lore:
A quest to go recover a random lorebook (but not a purple one) from a delve. The book would be in a chest located behind the delve boss. In addition to the immediate quest reward, you also get some token that you can stock up on to exchange for rewards later on.
What we also need are some solo dailies (that are interesting enough and rewarding enough to be worth repeating). All PvE-zone dailies at the moment (apart from Crafting) are for groups.The Justice System, Thieves Guild, and Dark Brotherhood would add some more opportunities for dailies.
- Fighters Guild Dailies: You're sent out to shut down a mini dark anchor. These could occur in the same random places as the existing dark fissures, but you need to go into Coldharbour to find the pinions (a la Oblivion's Oblivion Gates). If you're not on the quest, you get the standard dark fissure which disappears after defeating the boss. If you are, you get to enter the mini anchor after defeating the boss and experience a delve-sized dungeon on your way to the pinions. In addition to the standard reputation/experience/gold reward, you get to keep the Anchor Pinion, which can be exchanged for gear. The more you collect before you exchange them, the better gear you receive.
- Mages Guild Dailies: You're sent to a delve in the region to recover lorebooks to be brought back and translated (a la Skyrim's Shalidor's Insights). If you're not on the quest, the delve acts like normal and the chest containing the book cannot be found. The chest would either be in the main boss room, or in a side room with a mini-boss. In addition to the standard reputation/experience/gold reward, you get a Gem Fragment, which can be exchanged for items. The more you collect before you exchange them, the better items you receive.
- City Guard Dailies: (Not very interesting, but would give you a bit more gold and XP if you want to go grinding.)
- [x] creature is harassing [y] location. Go and kill [n] of them.
- [x] criminal has escaped and is hiding at [y]. Go and apprehend them.
- [x] item has been stolen, and has been taken to [y]. Go and retrieve it.
- [x] citizen has been kidnapped and taken to [y]. Go and rescue them.
This is a pretty quick one:
One of the most frustrating aspects of the Fighter’s Guild and the Mage’s Guild in ESO is how they simply cease being a viable source for gameplay. Your character essentially saves each guild and then you are meant to forget about them.
The purpose is to give quick, repeatable sources of XP for levelling (not skill-line levelling) as an alternative to Cadwell's (which is not repeatable) or Craglorn (which is best done with a group).Giles.floydub17_ESO wrote: »
How is this different than anything else in the game once a line is leveled. Even the added undaunted pledges are not done once players have their skill line leveled and have the monster sets they desire. After that we forget about them.
Giles.floydub17_ESO wrote: »
How is this different than anything else in the game once a line is leveled. Even the added undaunted pledges are not done once players have their skill line leveled and have the monster sets they desire. After that we forget about them.
I have never forgotten about the mage and fighters guild. I use them each and every day. Good skills in the skill lines.
I love the idea of guild standing @KhajitFurTrader. It could be a degrading standing also. If you perform tasks for them every day you go up in standing. If you miss a while, you go down in standing.