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Bring back the guilds for end game!

BlackEar
BlackEar
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I feel like the guilds are plays a vital role in the ES universe and while they have their own questline and skillline in ESO it seems like they are totally forgotten right after you complete their questline.

Even though they are involved in trial I would like to seem them more on a daily basis akin to pledges.

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  • Enodoc
    Enodoc
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    I agree. Here's my thoughts on Guild Dailies from previous threads:
    Enodoc wrote: »
    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. BdV4n7l.jpg

    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.
    Enodoc wrote: »
    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.
    • 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.
    The Justice System, Thieves Guild, and Dark Brotherhood would add some more opportunities for dailies.
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  • BlackEar
    BlackEar
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    You hit the nail on the head. I support you on this.
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  • CaptainObvious
    CaptainObvious
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    Instead of making them daily events, why not just random/continuous?

    Can have 1 at a time for each guild/group. When you complete one, you can acquire another.

    Cite the more elderly versions of ES with quests like guard a meditating mage, take daedra heart to location X with daedra attempting to take it back, acquire reagent at this dungeon, keep X target from being assassinated, etc.
    Due to a typo in the system, the area was accosted by the Daedric Prince Moar Lag Brawls.
  • Elsonso
    Elsonso
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    We definitely need Mage and Fighter guild daily quests, and not just for end-game, at all levels.

    The pre-Vet daily quests should be random normal guild jobs leveled to the character. All of the guild halls should offer whatever happens to be the next daily quest, scoped to the area/zone as necessary. No complicated reward system like Undaunted, though. Loot and gold along with some formula for increasing guild rank.

    After Vet, more complicated guild jobs of the nature suggested above are warranted. The Undaunted should not be the only ones doing daily quests. The Fighter and Mage quests could supply a leveled challenge that is below the Undaunted, possibly single or two player in size, along with appropriately scaled rewards.

    P.S. - the reason for daily is to put a governor on the frequency, which prevents grinding and allows for more significant rewards.
    Edited by Elsonso on July 22, 2015 3:05AM
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  • Enodoc
    Enodoc
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    We definitely need Mage and Fighter guild daily quests, and not just for end-game, at all levels.

    The pre-Vet daily quests should be random normal guild jobs leveled to the character. All of the guild halls should offer whatever happens to be the next daily quest, scoped to the area/zone as necessary. No complicated reward system like Undaunted, though. Loot and gold along with some formula for increasing guild rank.

    After Vet, more complicated guild jobs of the nature suggested above are warranted. The Undaunted should not be the only ones doing daily quests. The Fighter and Mage quests could supply a leveled challenge that is below the Undaunted, possibly single or two player in size, along with appropriately scaled rewards.

    P.S. - the reason for daily is to put a governor on the frequency, which prevents grinding and allows for more significant rewards.
    Indeed, they should be available for all levels, and be given by the Magister/Steward at each Guild Hall. Maybe the hall you take the quest from should determine its level (so halls in Glenumbra for DC would offer Level 5, Level 9 and Level 15 quests). Alternatively, they could all offer the same quest, but since the surrounding areas are fixed-level, you would always be sent to the same place regardless of where you got the quest from (ie, a VR1 DC player would always be sent to Auridon for their daily, because that's where the VR1 content is).
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