Thevampirenight wrote: »Shadesofkin wrote: »BabeestorGor wrote: »Thevampirenight wrote: »They better have a full abilties skill line for darkbrotherhood though.
Why?
Nightblade already covers it and if you aren't a NB why should you get those abilities?
That's the precise reason I'd be far more in favor of something closer to an Ult and one or two active skills not directly covered by the NB class. The classes (as limited as they can appear at first glance) are comprehensive from an RPG design point of view and they don't need to be tread upon by constant power creep from new abilities.
Passive skill lines can do a lot of heavy lifting over time and they can carefully add active skills to base game pieces (such as Racial Ultimates)
Well, even though the nightblade has skills for assasination, still they got a bunch of things they can do to be creative for a full dark brotherhood skillline. I expect them to at sometime add abilties to theives guild and darkbrotherhood , more out of popular demand then anything. It would not be pay to win because they are dlc skilllines and you got to get the dlc, basically by subbing once and then aquiring skillline I do bet they would make it so you can level it without doing thieves guild quests. Because they would most likly be adding thieves guild hideouts to every major city in addition to the outlaws refuges. That can be accessed normal game once you entered the dlc at least once and did one of the quests. Same with dark brotherhood I am really curious to how they are going to add them now I can't wait!
It is the Thieves Guild DLC, after all. Since you say you come into ESO as a TES player, you'll know what I'm getting at when I say that, in Morrowind/Oblivion/Skyrim, you also had to join the Thieves Guild to follow the Thieves Guild questline; there was no alternative "not Thieves Guild" faction questline that ran in parallel, so there's no reason to expect one here either.BalticBlues wrote: »ZOS, does this mean that all we fans who will buy the DLC have to become a criminal to follow the quest line?
Please give us us options to choose the other side and become a criminal hunter!
Saying that, I would love to be able to join a guard or mercenary faction, such as the Iron Wheel, to take down the Thieves Guild, but I wouldn't really expect that to be included, as it's not how the Thieves Guild has worked in previous TES.
It is the Thieves Guild DLC, after all. Since you say you come into ESO as a TES player, you'll know what I'm getting at when I say that, in Morrowind/Oblivion/Skyrim, you also had to join the Thieves Guild to follow the Thieves Guild questline; there was no alternative "not Thieves Guild" faction questline that ran in parallel, so there's no reason to expect one here either.BalticBlues wrote: »ZOS, does this mean that all we fans who will buy the DLC have to become a criminal to follow the quest line?
Please give us us options to choose the other side and become a criminal hunter!
Saying that, I would love to be able to join a guard or mercenary faction, such as the Iron Wheel, to take down the Thieves Guild, but I wouldn't really expect that to be included, as it's not how the Thieves Guild has worked in previous TES.
Actually, in Morrowind, the Thieves Guild is at odds with the Fighters Guild. At one point during their quest chains you'll have to chose - meaning, if you complete a quest for one you can't continue in the other. Of course there are ways around this, but Morrowind was special.
Regardless, this means there will be 2 consecutive DLCs solely focused on criminal factions and roleplay. If you're not interested in such things, it'll be almost a year after Orsinium you can expect new content. That's suboptimal from a design and marketing standpoint, IMO.
Shadesofkin wrote: »It is the Thieves Guild DLC, after all. Since you say you come into ESO as a TES player, you'll know what I'm getting at when I say that, in Morrowind/Oblivion/Skyrim, you also had to join the Thieves Guild to follow the Thieves Guild questline; there was no alternative "not Thieves Guild" faction questline that ran in parallel, so there's no reason to expect one here either.BalticBlues wrote: »ZOS, does this mean that all we fans who will buy the DLC have to become a criminal to follow the quest line?
Please give us us options to choose the other side and become a criminal hunter!
Saying that, I would love to be able to join a guard or mercenary faction, such as the Iron Wheel, to take down the Thieves Guild, but I wouldn't really expect that to be included, as it's not how the Thieves Guild has worked in previous TES.
Actually, in Morrowind, the Thieves Guild is at odds with the Fighters Guild. At one point during their quest chains you'll have to chose - meaning, if you complete a quest for one you can't continue in the other. Of course there are ways around this, but Morrowind was special.
Regardless, this means there will be 2 consecutive DLCs solely focused on criminal factions and roleplay. If you're not interested in such things, it'll be almost a year after Orsinium you can expect new content. That's suboptimal from a design and marketing standpoint, IMO.
It'll be a year from Imperial City, that's about correct and the Trial is unlikely to have anything to do with the Criminal Activity. I believe there is too large a portion of the community that desires to have both DB and TG to ignore and so they're required to provide the content. Now, that being said...it might have behooved them to provide a few quest chains for everyone in TG, but for all we know there are and we just haven't seen them yet. I remain the optimist when it comes to ESO.
James-Wayne wrote: »This is a MMO first and an RPG second...
I agree with the OP so much. There better be some justice repurcussions for the DarkBROTHERHOOD.
It is the Thieves Guild DLC, after all. Since you say you come into ESO as a TES player, you'll know what I'm getting at when I say that, in Morrowind/Oblivion/Skyrim, you also had to join the Thieves Guild to follow the Thieves Guild questline; there was no alternative "not Thieves Guild" faction questline that ran in parallel, so there's no reason to expect one here either.BalticBlues wrote: »ZOS, does this mean that all we fans who will buy the DLC have to become a criminal to follow the quest line?
Please give us us options to choose the other side and become a criminal hunter!
Saying that, I would love to be able to join a guard or mercenary faction, such as the Iron Wheel, to take down the Thieves Guild, but I wouldn't really expect that to be included, as it's not how the Thieves Guild has worked in previous TES.
I intend to play the good role in the following way. I imagine to have the order to infiltrate the thief guild and investigate how they work and what they do and plan. For that I have to be an undercover agent and howl with the wolves (thiefs) for quite a while. Undercover agency is as well done by the police and other official organisations in RL, there is nothing bad about it and they have to do criminal things in their job to fit in and be able to climb up the ranks in order to do their investigations.
So even as a lawful person, you can imagine that role and play the thief guild quest line - as a lawful undercover agent.
It is the Thieves Guild DLC, after all. Since you say you come into ESO as a TES player, you'll know what I'm getting at when I say that, in Morrowind/Oblivion/Skyrim, you also had to join the Thieves Guild to follow the Thieves Guild questline; there was no alternative "not Thieves Guild" faction questline that ran in parallel, so there's no reason to expect one here either.BalticBlues wrote: »ZOS, does this mean that all we fans who will buy the DLC have to become a criminal to follow the quest line?
Please give us us options to choose the other side and become a criminal hunter!
Saying that, I would love to be able to join a guard or mercenary faction, such as the Iron Wheel, to take down the Thieves Guild, but I wouldn't really expect that to be included, as it's not how the Thieves Guild has worked in previous TES.
Neither have guilds provided your character with skills in previous TES games... (at least not generally, it could be argued that the fighter's guild (Companions) in Skyrim provided you with the werewolf stuff)
The problem is, unless you want to join the Thieves Guild there's zero reason to visit Abah's Landing. 6 out of my 8 characters have the same issue... they don't steal or engage in criminal activity. I'm looking forward to play the story on my 2 criminals but I think ZOS missed an opportunity here.
@Lysette: They could have done it in the way that you're hired as an undercover agent for the Iron Wheel without too much work. The introductory mission would need a minor change (and it looks like it was intended and for some reason didn't make it). A mission in the middle would need to change a bit and the end mission would probably have to be different.
I'd already be happy if Abah's Landing would get a bunch of non-guild related quests. I love the zone, it's really well done, but it suffers from a lack of non-guild related quests.
@Lysette: They could have done it in the way that you're hired as an undercover agent for the Iron Wheel without too much work. The introductory mission would need a minor change (and it looks like it was intended and for some reason didn't make it). A mission in the middle would need to change a bit and the end mission would probably have to be different.
I'd already be happy if Abah's Landing would get a bunch of non-guild related quests. I love the zone, it's really well done, but it suffers from a lack of non-guild related quests.
I will play it as an undercover agent, if I have a quest giver for it or not does not matter to me. I start with a good intention into this adventure, but I will have to see, if my character might or might not get corrupted by actually being in this guild. This is open, I decide from the perspective of the character and how my character will experience the guild and their members.
Edit: In Skyrim for example I came pretty early to the conclusion that the guild is just a bunch of disgusting thugs and I abandoned that guild - I was not willing to further do anything in favor of that guild.
BalticBlues wrote: »Coming from TES, I played ESO as a RPG (Role Playing Game).
RPG means options to play your own way.
Example: You can become a vampire or a vampire hunter in ESO.
This is is your choice, this is RPG, this is great.
However, it looks like the next DLC "Thieves Guild" is all about becoming a criminal.
At the same time the devs are announcing ESO will never get the eagerly awaited justice system
that has been in development for so long due to exploit issues.
ZOS, does this mean that all we fans who will buy the DLC have to become a criminal to follow the quest line?
Please give us us options to choose the other side and become a criminal hunter!
Quote from "Thieves Guild":
"The Thieves Guild of Abah's Landing, an organization of pickpockets, burglars, robbers, and thieves, is being hunted by a mercenary guard force known as the Iron Wheel. This relentless organization will stop at nothing to see the guild brought to justice for a high-stakes heist that went horribly wrong. As their newest recruit, you'll sneak along rooftops, steal from the shadows, and recover lost treasures to help to restore the guild's reputation."
ZOS, please do not make it mandatory to become and play a criminal for the quest line.
Please give us an alternative option to play as a mercenary guard to stop the criminals.
Please keep the RPG in ESO. Thank you.