Hey, you forgot me!tinythinker wrote: »{Tagging Gidorick since he likes new content ideas and Elloawendy since she tweeted a wish for a sequel to the DB storyline.}
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.
Hey, you forgot me!tinythinker wrote: »{Tagging Gidorick since he likes new content ideas and Elloawendy since she tweeted a wish for a sequel to the DB storyline.}
I had some ideas for how Mages Guild and Fighters Guild repeatable quests could work a while back, as well as a bunch of repeatable quests from the Tamriel Guard that would take the standard "bounty hunter" and "escort" roles. Since the Mages Guild's primary thing is preserving Lore, their dailies are about recovering unreadable Lorebooks. I like the ideas for recovering ingredients and rescuing researchers, too.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.
I would love to see a continuation of the Guild storylines with some new quests. Since both of them were fully resolved, they would be entirely new storylines that take place after the first one has ended.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
I would say that they should be direct sequels, but they should be an entirely new and unrelated storyline. It wouldn't make sense for the storylines to run in parallel, as the storylines are the primary focus of the Guild at that time. Compare with something like Reaper's March in relation to Greenshade; the Reaper's March storyline is independent, but it takes place after Greenshade.tinythinker wrote: »The issue isn't whether they need new storylines for the Guilds but how well they should tie-in with the originals. Should they be direct sequels that clearly play on what happened before or should they be stand-alones that don't require completing the originals? I am guessing ZOS would favor the latter, but they could have some extra/optional quests that go a little further in the new storylines/offer more to the story if you've already done the originals.
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.
Each guild offers services to the denizens of Tamriel, yet there is nothing for the player to do beyond each guild’s story. Players should always be able to run into their guild, grab a contract or two and run out into the wild to serve the people of Tamriel.
ZOS should add to each Zone of ESO a handful of dynamically generating quests that use sets of variables to generate objectives. Each time the quest is generated it can use a different set of NPCs, MOBs, quantities, and could offer varying rewards for completion.
Fighter’s Guild Perpetual Quests Types:
- Reinforcement: One or more of your fellow Fighter’s Guild members in trouble. They were sent to some place in the zone and are pinned down. Players must join the other members of the fighters guild and fight off waves of enemies.
- Retrieval & Rescue: An NPC or a Fighter’s member is missing! Track them down by going to their last known location and follow the dynamically generated trail they left. The trail could be breadcrumbs, blood, broken sticks, footprints, etc. Fight enemies as you follow their trail. The NPC could be alive or dead when you find them.
- Escort & Bodyguard: An NPC is going from one location in the zone to another. Escort them and keep them safe.
- Extermination: There has been a report of an infestation of some beast or daedra. Clear out the area for a reward.
Mage’s Guild Perpetual Quests Types:
- Stolen Artifact: An artifact has been stolen! Find and follow the bandit or beast that has stolen the artifact, fighting off their friends while in pursuit.
- Hunting & Gathering: The Mage’s guild supplies are low! Go out into the wilderness and collect the ingredients/glyphs/souls/etc. that are needed.
- Research & Explore: Notes on a local dungeon are mixed at best. Escourt a Mages Guild member through the dungeon and protect them as they study various locations in the dungeon to complete the Mage’s Guild’s notes on the subterranean vault.
- Dungeon Raider: Reports of a rare artifact have been whispered around the guild. Visit the dungeon and pilfer the artifact. Getting the artifact was the easy part, escaping in one piece will be a challenge.
Many of variables in these quests can be chosen from a predetermined list:
- Specific NPC
- Types of mobs
- Item/Artifact involved
- Quest Location
- Item Reward (if any)
Many of variables in these quests can be created dynamically:
- Number of enemies
- Path to follow
- Waypoints
- XP and Gold reward
Each of these quests could be obtained from a job-board or from a specific member of the guild. It is true that eventually players would see all the content each dynamic quest has to offer, but if each zone offers their own set of perpetual quests, players would find that they have some justification to revisit old Zones. If enough variables were included players could find themselves being surprised by content that they feel they have run many times before.
@Enodoc has some great thoughts about how these could be added as dailies: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.
Do you like the idea of always having something to do in the Guilds? What are some other Dynamic Quest ideas?
Before the One Tamriel announcement it would have been a bit harder to pull off adding new guild content, but that change will make adding such new content not only much simpler but also a great move from a business stand point.heh. LOVE it @tinythinker , thanks for tagging me ! I posted a similar thread a while back and actually copied/pasted what @Enodoc wrote inside that thread because... well.. he had some good ideas. heheh
https://forums.elderscrollsonline.com/en/discussion/182288/continued-viability-of-fighters-mages-guild-concept-and-discussion/p1