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Class quests?

Cladius30
Cladius30
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How come we don't have class guilds with unique quests for our type of characters? Might be a cool thing.
  • francesinhalover
    francesinhalover
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    If the reward is a useful class cosmetic like psijic gaunlets , spiderknit eyes, some outfit like the high isle one with effects, class tatoos, than sure i guess
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • Amottica
    Amottica
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    Because that is not how Zenimax designed the stories. It is typical for an MMORPG that has class stories, expansions tend to drop the class-based story model since it requires more work, hence cost.

  • kargen27
    kargen27
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    With six classes if they are equally distributed the quest would target 16% of the characters. Some players wouldn't mind as they have multiple characters but the players that want only one character would miss five of the six new quests.
    and then the parrot said, "must be the water mines green too."
  • Jazraena
    Jazraena
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    To get 'class guilds' and 'class quests' we'd really need classes that have a proper Lore tie-in beyond:
    - Some strange fellows combining mushrooms, weird Vvardenfell animals, a random bear and frost magic.
    - Adherents of a Stendarrite magic traditions that somehow transcended religious borders and may well be practiced by Daedra-worshipping ashlanders, Tribunal worshippers or Sithis adherents. Why? Stendarr merciful, trustmebro.
    - Illusionists that somehow managed to learn two of the rarest magic forms in existence without any explanation whatsoever, shadow and blood magic
    - Adherents of an Akaviri martial-magic art combining fire, earth and DRAGON that somehow spread from the former Dragonguard across Tamriel, including to the people that historically see both Akaviri and the Empire as THE ENEMY and yet is so rare that it gets laughed off by the Mage's Guild. Quantum Prevalence here.

    Aside those four, we have two that are less weird... but:
    - Necromancers. A bit cartoony, but they work, they're just necromancers. Not big on global organization however since they're prone to getting stabbed if they act too publicly in many places.
    - Sorcerers. These are just mages specializing in Daedra summoning and lightning magic. Unproblematic (aside, perhaps, in the Summerset Isles), but also not particularly special to need a dedicated Guild for them. Classic 'just mages'.

    No, I don't think ESO classes are very conductive for class-specific content.
  • kaushad
    kaushad
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    Jazraena wrote: »
    To get 'class guilds' and 'class quests' we'd really need classes that have a proper Lore tie-in beyond:

    The class guilds and quests would be part of the lore tie-in. The problem we have the classes now is that they wrote a few books (or one for the DLC) and then ignored them. They could be one of most interesting features of spell casting lore in TES, which was developed very little in the franchise. This should be how magic is used before guild standardisation.
  • rexagamemnon
    rexagamemnon
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    I think the idea is cool at face value. Probably would be better as a intro quest like at the start like the adamantine tower
  • Ragnarok0130
    Ragnarok0130
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    Cladius30 wrote: »
    How come we don't have class guilds with unique quests for our type of characters? Might be a cool thing.

    OP that's something I've never considered. It would be pretty cool to have some sort of holy quest chain as a Templar main. Each of the classes could have some rather interesting story lines overall. I also think we could expand that into vampire and werewolf quest lines too for those who have those curses.
  • Jazraena
    Jazraena
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    kaushad wrote: »
    Jazraena wrote: »
    To get 'class guilds' and 'class quests' we'd really need classes that have a proper Lore tie-in beyond:

    The class guilds and quests would be part of the lore tie-in. The problem we have the classes now is that they wrote a few books (or one for the DLC) and then ignored them. They could be one of most interesting features of spell casting lore in TES, which was developed very little in the franchise. This should be how magic is used before guild standardisation.

    It would really need a lot more than some minor quest to settle the classes properly into Lore. I agree that they could have delved into the various magical traditions with them, such as Winterhold, Shad Astula, the Telvanni and so on, and preferably some nonmagical approaches as well.

    But they didn't. The classes are far more random than that, and some retroactive quests wouldn't make the cardboard class lore we have any less cardboard.
  • BXR_Lonestar
    BXR_Lonestar
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    Honestly would prefer class armor vs. class quests. That means I have to build one of every character and use them for questing purposes if there are class exclusive quests. I'd rather the quests just be general, and then give us some class-specific armor sets that can increase build diversity
  • Amottica
    Amottica
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    kaushad wrote: »
    Jazraena wrote: »
    To get 'class guilds' and 'class quests' we'd really need classes that have a proper Lore tie-in beyond:

    The class guilds and quests would be part of the lore tie-in.

    This would have been fine to create when developing the base game but it a little overwhelming to do at this stage of the game (pun intended).

    It comes down to the "vision" the developers created when they laid out the structure for the game early on. I would suggest this ship has sailed.

  • Drammanoth
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    That would be great, alas it will never happen. ZOS is too obsessed over implementing changes every 3 months or so, to the point that some content creators begin to suffer, unsurprisingly so, from change fatigue.

    I'd love to see a constellation for specific class - I guess this would require less money and time, but still, pipe dreams...
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