crashen17b14_ESO wrote: »What would be in the sanctuary though? Outlaw refuges have more amenities (fence, the bequeather, bank and merchant). The only think the samctuary has is crafting stations and quesy givers.
Now, if you ask me, each outlaw refuge should have a tip board and a contract board, only usable by members of the thieves guild and dark brotherhood respectively. These boards would only offer bounties for the zone they are in, rather than anywhere in the world. You would still have ti return to the main bases for heists and silencer contracts, and said bases would still offer "anywhere in the world" bounties.
Same for mage, fighter and undaunted quests. This way, you can take contracts in whatever zone you are questing or farming in, or just have a reason to hang out in your favorite zone.
I for one love working jobs in shornhelm, wayrest and daggerfall. They feel the most outlaw appropriate in terms of theme and atmosphere.
crashen17b14_ESO wrote: »What would be in the sanctuary though? Outlaw refuges have more amenities (fence, the bequeather, bank and merchant). The only think the samctuary has is crafting stations and quesy givers.
Now, if you ask me, each outlaw refuge should have a tip board and a contract board, only usable by members of the thieves guild and dark brotherhood respectively. These boards would only offer bounties for the zone they are in, rather than anywhere in the world. You would still have ti return to the main bases for heists and silencer contracts, and said bases would still offer "anywhere in the world" bounties.
Same for mage, fighter and undaunted quests. This way, you can take contracts in whatever zone you are questing or farming in, or just have a reason to hang out in your favorite zone.
I for one love working jobs in shornhelm, wayrest and daggerfall. They feel the most outlaw appropriate in terms of theme and atmosphere.
NewBlacksmurf wrote: »I don't know the lore well but I believe the only reason NOT is because the night mother can't be in more than one so it may be lorewise incorrect.
NewBlacksmurf wrote: »I don't know the lore well but I believe the only reason NOT is because the night mother can't be in more than one so it may be lorewise incorrect.
They haven't really been around long enough yet to have Sanctuaries all over the place, have they?kendellking_chaosb14_ESO wrote: »Lore wise the Brotherhood at this time is very powerful and fear with Sanctuaries in every country. ZoS is just being lazy.
For our purposes, the Outlaws Refuges essentially are the DB locations for the other zones. Other Sanctuaries may exist, but since they aren't our Sanctuary, we probably wouldn't be expected to know about them.They haven't really been around long enough yet to have Sanctuaries all over the place, have they?kendellking_chaosb14_ESO wrote: »Lore wise the Brotherhood at this time is very powerful and fear with Sanctuaries in every country. ZoS is just being lazy.
For our purposes, the Outlaws Refuges essentially are the DB locations for the other zones. Other Sanctuaries may exist, but since they aren't our Sanctuary, we probably wouldn't be expected to know about them.They haven't really been around long enough yet to have Sanctuaries all over the place, have they?kendellking_chaosb14_ESO wrote: »Lore wise the Brotherhood at this time is very powerful and fear with Sanctuaries in every country. ZoS is just being lazy.
TheShadowScout wrote: »I kinda see no point to this idea. Why add sanctuaries to other regions, if they serve no additional purpose? Now, a "local contact" DB questgiver popping up in some outlaw refugee... that might make sense...
I still don't see and reason for this to require additional locations to be done by coders they have to pay for their work. Like mentioned, a DB contact in an outlaw refugee could do the job of diversified contracts just as well...kendellking_chaosb14_ESO wrote: »It would serve to mix things up different targets reasons and rules. Think of a heist like instance where you had kill X target without killing Y because the contact is for someone trying to advance in rank while as few of his own men as possible. Even better they could use current buildings.
And now you are talking about splitting the justice system per faction. Which actually would make sense - but would also allow an "comitt crime, wayshrine away" exploitation option, so they would have to make fast travel impossible while having a bounty, and just think of what a hassle that would be for some people...kendellking_chaosb14_ESO wrote: »Think of being labeled an Ebonheart assassin and sent to AD or DC lands to kill military leaders and being attacked by AD or DC guard for your crimes while having a bounty of zero in EP lands so long as you don't commit crimes their.
This would also add common sense and consequences to the game why would DC guard fine you for killing AD or EP soldiers?
TheShadowScout wrote: »I still don't see and reason for this to require additional locations to be done by coders they have to pay for their work. Like mentioned, a DB contact in an outlaw refugee could do the job of diversified contracts just as well...kendellking_chaosb14_ESO wrote: »It would serve to mix things up different targets reasons and rules. Think of a heist like instance where you had kill X target without killing Y because the contact is for someone trying to advance in rank while as few of his own men as possible. Even better they could use current buildings.And now you are talking about splitting the justice system per faction. Which actually would make sense - but would also allow an "comitt crime, wayshrine away" exploitation option, so they would have to make fast travel impossible while having a bounty, and just think of what a hassle that would be for some people...kendellking_chaosb14_ESO wrote: »Think of being labeled an Ebonheart assassin and sent to AD or DC lands to kill military leaders and being attacked by AD or DC guard for your crimes while having a bounty of zero in EP lands so long as you don't commit crimes their.
This would also add common sense and consequences to the game why would DC guard fine you for killing AD or EP soldiers?
Besides, anyone knows the guards are fining people through divine inspiration - they pray to Stendarr, and he tells them if you have been guilty or not... or something of the sort!
Korah_Eaglecry wrote: »TheShadowScout wrote: »I still don't see and reason for this to require additional locations to be done by coders they have to pay for their work. Like mentioned, a DB contact in an outlaw refugee could do the job of diversified contracts just as well...kendellking_chaosb14_ESO wrote: »It would serve to mix things up different targets reasons and rules. Think of a heist like instance where you had kill X target without killing Y because the contact is for someone trying to advance in rank while as few of his own men as possible. Even better they could use current buildings.And now you are talking about splitting the justice system per faction. Which actually would make sense - but would also allow an "comitt crime, wayshrine away" exploitation option, so they would have to make fast travel impossible while having a bounty, and just think of what a hassle that would be for some people...kendellking_chaosb14_ESO wrote: »Think of being labeled an Ebonheart assassin and sent to AD or DC lands to kill military leaders and being attacked by AD or DC guard for your crimes while having a bounty of zero in EP lands so long as you don't commit crimes their.
This would also add common sense and consequences to the game why would DC guard fine you for killing AD or EP soldiers?
Besides, anyone knows the guards are fining people through divine inspiration - they pray to Stendarr, and he tells them if you have been guilty or not... or something of the sort!
Theres plenty of things they add to the game quite often that doesnt make them money in the long run but does improve the games atmosphere. To argue something shouldnt be added just because YOU cant see why it should means nothing to me or the others who said theyd also like to see it. Sometimes, adding something to the game doesnt need to make money, just add to experience.
So... basically Outlaws Refuges then?It should have crafting stations, marked for death quest giver, fences, merchants, a banker, and an npc for the main lines for DB and TG. It should be in the alliance capital
No, I was commenting on the fact that 2/3 of Meri's suggestion was something that Outlaws Refuges already do, while the remaining things (crafting stations and quest givers for the DB and TG repeatables) are something that we've been asking to be added to Outlaws Refuges since they first became available.Korah_Eaglecry wrote: »So....basically you think a guild of assassins, that make it their mission to be secretive and hidden and has countless enemies, should set up shop in a Outlaws Refuge. Where not just thieves are known to hang out but just about all of the riff raff that might be wanted by the local guard and authorities. A place thats not only well known by the guard and authorities but is probably harboring individuals that would give up their mother for a chance at freedom?
Sure lets just stick the Dark Brotherhood, who was just targeted by the Order of the Hour (whom probably still harbor some ill feelings for all the killings and the death of their Primate), with a bunch of untrustworthy thieves and local scum. Because that totally makes sense lore wise.
I am just asking, why should the people in charge sitting in a ZOS boardroom decide to pay their code jockeys to "add experience" if they don't also make additional profit from it?Korah_Eaglecry wrote: »Theres plenty of things they add to the game quite often that doesnt make them money in the long run but does improve the games atmosphere. To argue something shouldnt be added just because YOU cant see why it should means nothing to me or the others who said theyd also like to see it. Sometimes, adding something to the game doesnt need to make money, just add to experience.
Exactly.No, I was commenting on the fact that 2/3 of Meri's suggestion was something that Outlaws Refuges already do, while the remaining things (crafting stations and quest givers for the DB and TG repeatables) are something that we've been asking to be added to Outlaws Refuges since they first became available.
What I mean is, if additional DB Sanctuaries were to be added, they would have to have a purpose that is not already covered by the functions of Outlaws Refuges.
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 |
TheShadowScout wrote: »I am just asking, why should the people in charge sitting in a ZOS boardroom decide to pay their code jockeys to "add experience" if they don't also make additional profit from it?Korah_Eaglecry wrote: »Theres plenty of things they add to the game quite often that doesnt make them money in the long run but does improve the games atmosphere. To argue something shouldnt be added just because YOU cant see why it should means nothing to me or the others who said theyd also like to see it. Sometimes, adding something to the game doesnt need to make money, just add to experience.
You really should realize, they are into this to make a living, not to create free entertainment. Thus that question needs be asked, and answered if you want any chance of it happening...
Now, there are plenty of things that improve the games atmopsphere, but all of them are slipped in with other works that do earn them profit, and most of them are minor additions. The topic here is adding multiple new DB bases, meaning multiple new instances regions, which is quite more work to make then most of those "atmosphere" additions. So, again, why should they shell out the money for That, when it really is not needed, instead of working on the next DLC?
I would much rather have a new guild themed DLC (Bard's Guild, anyone?) then additional dark sanctuaries in every alliance...Exactly.No, I was commenting on the fact that 2/3 of Meri's suggestion was something that Outlaws Refuges already do, while the remaining things (crafting stations and quest givers for the DB and TG repeatables) are something that we've been asking to be added to Outlaws Refuges since they first became available.
What I mean is, if additional DB Sanctuaries were to be added, they would have to have a purpose that is not already covered by the functions of Outlaws Refuges.
As for the secrecy... what happens in the outlaw refugee, stays in the outlaw refugee, because the outlaws there know that anyone who talks about the hooded figures whispering in the corner may just find that one day their name had appeared in a certain book in the dark sanctuary, and one of those figures may be the last thing they ever see as they experience a "blade of woe"...
Here's an idea for additional Sanctuaries. Add them as housing that can be purchased if you're maximum rank in the DB skill line. You're not really buying the Sanctuary, you're donating to the guild for the upkeep of the Sanctuary, and you then get to live there. Functionally it's the same as regular housing, except that it's got a bunch of Dark Brotherhood NPCs hanging around in there and you can pick up DB quests there.
kendellking_chaosb14_ESO wrote: »crashen17b14_ESO wrote: »What would be in the sanctuary though? Outlaw refuges have more amenities (fence, the bequeather, bank and merchant). The only think the samctuary has is crafting stations and quesy givers.
Now, if you ask me, each outlaw refuge should have a tip board and a contract board, only usable by members of the thieves guild and dark brotherhood respectively. These boards would only offer bounties for the zone they are in, rather than anywhere in the world. You would still have ti return to the main bases for heists and silencer contracts, and said bases would still offer "anywhere in the world" bounties.
Same for mage, fighter and undaunted quests. This way, you can take contracts in whatever zone you are questing or farming in, or just have a reason to hang out in your favorite zone.
I for one love working jobs in shornhelm, wayrest and daggerfall. They feel the most outlaw appropriate in terms of theme and atmosphere.
Lore wise the Brotherhood at this time is very powerful and fear with Sanctuaries in every country. ZoS is just being lazy.