- Joined
- Dec 1, 2018
What skyrim really needed was a knightly order equivalent, in Morrowind the Silverhands would have been a joinable faction and it would have been dope killing werebeast and shit
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Actually there's cut content of that. A unused cell in Windhelm about a pit is the main proof.Skyrim should have had an Arena for people who just wanted to fight shit and not get railroaded into being a werewolf. There probably should have been some kind of Temple faction like Morrowind, as well.
Skyrim should have had an Arena for people who just wanted to fight shit and not get railroaded into being a werewolf. There probably should have been some kind of Temple faction like Morrowind, as well.
As far i can remember, only in initial Stormcloak territories they're open with worshipping Talos. In initial Imperial ones they're oppressed by both the Imperial Legion and the Thalmor. Jesus, even that Malkathar optional quest to bring a Talos worshipper to a Thalmor and later he's perma tortured in one of the rooms in the Keep.I think a Twin Lamps sorta thing would work better than a full blown faction questline for a Temple equivalent. The main problem is that Skyrim is so schizophrenic with how it treats Talos worship. On one hand you have the rebels saying they're being oppressed and Thalmor death squads patrolling the land, but on the other you have loyalists who are open about their Talos worship.
The Creation Club content (which, by the way, is easy to get without consuming product) really triggered my autism. The lengths that were done to insist no new lines of dialogue had to be recorded just really got to me after a while. Very convenient that so many NPCs had their life stories scribbled on pieces of paper they carried with them...Alright so I decided to try some creation club contonet (yeah yeah consume product) and most of it is pretty alright, one thing I criticize is the divine knight quest where if you do one fucking thing wrong the entire armor is basically useless and you have to travel all over Skyrim to wear it.
Oh the fucking fishing and cowl content suffered from that no voice lines draught. I never bothered with the fishing but the cowl quest was enjoyable. The thing I actually really liked with creation club was those armor sets, the daedric and silver are just beautiful, I haven’t even played Blades but those are really good advertisements.The Creation Club content (which, by the way, is easy to get without consuming product) really triggered my autism. The lengths that were done to insist no new lines of dialogue had to be recorded just really got to me after a while. Very convenient that so many NPCs had their life stories scribbled on pieces of paper they carried with them...
Yeah, Companions questline is far the worst if you think about there's like 1 or 2 radiant quests between main quests in that line to only get the furry transformation and later the totems of hircine if you keep the furry disease.Honestly all the side questlines in Skyrim are pretty bad (except maybe the Dark Brotherhood, I haven't played it in a while). They were all poorly paced and rushed you through stuff just like the main quest, and most of the time you didn't do much stuff related to what the guilds were about (most of the thieves guild main questline is going through dungeons, what the hell). Morrowind wasn't as "cinematic" and doesn't have as many memorable characters but you do things that make sense relative to what your guild/house/cult is about. Even with the Mages Guild questline in Oblivion, you have to travel to all the main cities to prove you're a competent mage, you don't just get in and then are rushed to go through yet another draugr dungeon.
The Companions are ridiculous too in that the werewolf thing should be deeply under wraps. When you go and kill one draugr or punch a bartender in the face for 50 gold and they go "You have proven yourself and we want to invite you into the super secret inner circle. Drink this werewolf blood and become one of us, our most trusted bar-tender puncher."Yeah, Companions questline is far the worst if you think about there's like 1 or 2 radiant quests between main quests in that line to only get the furry transformation and later the totems of hircine if you keep the furry disease.
At least in Oblivion there's progression with the ranks you got (as completing contracts) and the mercenary group which is literally drugged all the time was fun. Morrowind's one is good; if you side with that fella from that Redoran main city, you can kill the corrupted leader and becoming the one.
Again, I get the feeling that the Companions and College suffered greatly due to time constraints. The Thieves Guild and Dark Brotherhood seem a lot more developed and dare I say finished in comparison.The Companions are ridiculous too in that the werewolf thing should be deeply under wraps. When you go and kill one draugr or punch a bartender in the face for 50 gold and they go "You have proven yourself and we want to invite you into the super secret inner circle. Drink this werewolf blood and become one of us, our most trusted bar-tender puncher."
I can understand them not wanting to load down the questlines with menial bullshit but they should have put some more interesting real quests in there. Spend some time actually getting to know the 'inner circle' before getting to suck on their blood.
I really wanted my character to be in an actual chamber reading books. Like just have this level 80 daedric armor wearing Nord learning to read about basic conjugation.Again, I get the feeling that the Companions and College suffered greatly due to time constraints. The Thieves Guild and Dark Brotherhood seem a lot more developed and dare I say finished in comparison.
People who talk about Morrowind like the questlines were full of all these crazy options either haven't played it, and are parroting what their favorite youtuber says, or mod it up to the tits. Quests are pretty basic, a lot of the dialogue is copy/paste, and your options don't extend much further beyond 'do I kill the NPC or not?'.To be honest, Morrowind's guild quests, especially for the Fighter's Guild and Imperial Legion, aren't much better. They're all mostly menial "go to dungeon and do X," "go to X and ask around for where dungeon is, then do X," or "go to town and do X." But at least they're static, there's a bunch of them so you feel like you're actually progressing, and there are multiple guilds in each area so if you don't like the quest your current guild leader gave, you can go to another one. I actually don't mind most of the guild questlines in Skyrim, they're just so short and otherwise padded out by radiant quests.
I don't even think the companions let you do any radiant quests once a main quest becomes active. If I remember right everyone just tells you to go finish whatever your business is before coming back. Funny, because they swung the other direction hard with Fallout 4 where the game shoves radiant quests in your face and actively punishes you for not doing them. I think Bethesda are just retarded.I feel like Bethesda was afraid if they forced you to do the menial radiant quests, people would get pissed.
So now, if you want to "feel" like you're progressing you can just do menial radiant quests between the main quests?
It's lazy, but I guess I get the thinking. It's like they were adapting their game for TikTok world that was to come.
Some of it is probably the age at which people played it at. I'm pretty sure I have that opinion, but I also played it when I was rather young and didn't even realize there was a main quest while stumbling around from city to city like a retard and randomly completing quests if I just stumbled over the objective. I will say that the under emphasis on the main quest in Morrowind in comparison to Oblivion or Skyrim made that easier to do.People who talk about Morrowind like the questlines were full of all these crazy options either haven't played it, and are parroting what their favorite youtuber says, or mod it up to the tits. Quests are pretty basic, a lot of the dialogue is copy/paste, and your options don't extend much further beyond 'do I kill the NPC or not?'.
Todd Howard wrote the Legion Quest and it shows, where as most the guilds have a solid plot (The fighters guild unfortunately is the rump to the Thieves Guild, which itself has one of the two non joinable enemy faction [Comanna Tong and Dark Brotherhood]). The Legion and Temple seem to lack a central Focus, The Various mages guild wizards give task relating to their field of expertise, where as the temple/legion just gives odd jobs, The legion story is that they are corrupt and the Nerevarine becomes the leader by cleaning it up, and temple is just examples of what the Tribunals role on Vvardenfell is. BIG SHAMETo be honest, Morrowind's guild quests, especially for the Fighter's Guild and Imperial Legion, aren't much better. They're all mostly menial "go to dungeon and do X," "go to town and do X," or "go to town and ask around for where dungeon is, then do X." But at least they're static, there's a bunch of them so you feel like you're actually progressing, and there are multiple guilds in each area so if you don't like the quest your current guild leader gave, you can go to another one. I actually don't mind most of the guild questlines in Skyrim, they're just so short and otherwise padded out by radiant quests.
As someone who as touched the Construction set, making dialogue choices is like pulling teeth, I fucking hate it.People who talk about Morrowind like the questlines were full of all these crazy options either haven't played it, and are parroting what their favorite youtuber says, or mod it up to the tits. Quests are pretty basic, a lot of the dialogue is copy/paste, and your options don't extend much further beyond 'do I kill the NPC or not?'.
I think the concept for Companions and College was sound, they just needed more proper quests, or at least more time before you become a werewolf and archmage. I believe they would've benefited by having more holdings beyond Whiterun & Winterhold, if only so that there'd be more opportunities for quests like in the old games.As for Companions and College vs. Dark Brotherhood and Thieves Guild in Skyrim
There is interesting dialogue in all four. But there isn't a lot to do really in the first two compared to the latter two. And the Companions storyline is paper thin
You join the Companions, kill some guys who hate werewolves, find out your new pals are werewolves, become a werewolf, kill more guys who hate werewolves, find a way to cure your werewolfism and get a cool two handed axe if that's your thing
You join the College, you explore another draugr dungeon, fast travel to get some books, make an annoying stop at Winterhold to blow up some mana snakes, go to dwarf dungeon, kill faggot thalmor guy, become archmage. You meet people important to this one storyline who are never seen or mentioned again. How interesting
Dark Brotherhood and Thieves Guild you have more interesting stuff to do and a lot more of story and good dialogue too