WellFooled
New Member
I would love some more depth to each of the guilds. For example, with the Thieves guild I love the Radiant quests and building back the guild's influence throughout Skyrim, but even that seems shallow because you reach and end without having a quest in all nine holds. The Radiant quests don't send you to the lesser holds or to any villages like Riverwood, is there nothing worth stealing there?
Also, when I become the Guildmaster, that's it. After that I have less to do with the Thieves guild than I ever have, which doesn't make sense. I would love it if you actually had a hand in organizing the guild, like sending groups of the other members to jobs of your choosing, who would then report back. If you choose the members well (say a good pickpocket for a fishing job and a good Archer to go with him in case things went wrong) then you'd have a bigger chance of success with a bigger payload. If things -did- go wrong, your members would end up in jail and you could attempt to break them out, or use your speech skill in a variety of ways to get them released.
It would be great if a new set of Radiant quests opened up for you as Guildmaster as well and you could take other members with you, Radiant quests that actually required some serious sneaking (like getting around impossibly tough guards to the target item). That way you're still an active member even after being the Guildmaster. I understand the Dark Brotherhood can upgrade their HQ like a purchased house, I would love that option with the Thieves guild too and it bothers me that NONE of the Thieves guild can be followers and yet the Companions, the College, and the Dark Brotherhood all have possible followers in their ranks.
It seems to me that the Adventuring side of Skyrim is honed to near perfection, there are dangers around every corner and in every one of the hundreds of dungeons, and there are hundreds of quests that'll take you to face these dangers. What I would like to see now are the other aspects of life in Skyrim given just as much detail, thievery just one among them. I would love to be able to make a Merchant character and have his life be just as well developed as an Adventurer. Crafting, owning a store, hiring employees, establishing trades with suppliers, fighting competition from other businesses, etc.
Also, when I become the Guildmaster, that's it. After that I have less to do with the Thieves guild than I ever have, which doesn't make sense. I would love it if you actually had a hand in organizing the guild, like sending groups of the other members to jobs of your choosing, who would then report back. If you choose the members well (say a good pickpocket for a fishing job and a good Archer to go with him in case things went wrong) then you'd have a bigger chance of success with a bigger payload. If things -did- go wrong, your members would end up in jail and you could attempt to break them out, or use your speech skill in a variety of ways to get them released.
It would be great if a new set of Radiant quests opened up for you as Guildmaster as well and you could take other members with you, Radiant quests that actually required some serious sneaking (like getting around impossibly tough guards to the target item). That way you're still an active member even after being the Guildmaster. I understand the Dark Brotherhood can upgrade their HQ like a purchased house, I would love that option with the Thieves guild too and it bothers me that NONE of the Thieves guild can be followers and yet the Companions, the College, and the Dark Brotherhood all have possible followers in their ranks.
It seems to me that the Adventuring side of Skyrim is honed to near perfection, there are dangers around every corner and in every one of the hundreds of dungeons, and there are hundreds of quests that'll take you to face these dangers. What I would like to see now are the other aspects of life in Skyrim given just as much detail, thievery just one among them. I would love to be able to make a Merchant character and have his life be just as well developed as an Adventurer. Crafting, owning a store, hiring employees, establishing trades with suppliers, fighting competition from other businesses, etc.