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Chapter 3 - Quest

15 February 2011

Please feel free to Contribute a Suggestion...

More Quest Variety
Don't make dungeons the only place you really fight enemies...have some quests where you storm a castle, assassinate a king, or climb a tower to rescue a princess. Different quest for temples or knightly orders. Guard a caravan. PC steals from store and merchants guild puts price on his head. PC steals from store and then gets quest to catch thief. NPC steals from store and PC gets quest to catch thief. Less dungeon type quests. The Guilds should give out quests which fit their name. Less quests in dungeons, more elsewhere (castles wilderness). Have monsters invade a town. Have holidays that generate special quests. Also, certain special quests can only be from certain cities. You could make it that sometimes when you walk into a store they are getting robed. Have a choice that lets you run or help the store. In which case if you kill the thiefs you would get a reward! Better designed quests. Eliminate the quest letters, let the gamer figure it out for themselves more.
************* ( 13 Received )

More Guilds
Guilds you can join but don't really do much. Charity guilds. Let all guilds be joinable, even if it is very hard to find them (ie, Order of the Lamp). Same with witches guilds. Possibility of creating his own Guild. More interesting guild abilities that increase with your level/rank.
******** ( 8 Received )

More Main Quests
More than one main quest. In Daggerfall once you complete the main quest there won't be too much to consistantly hold your attention. Different main quests like knights noble quest, a different thieves quest, etc...The location you pick defines the the main plot. Several separate main quests finished with an ultra hard final. A more immersed/interesting story (should be 'written' like a book) The main quests in Daggerfall were terrible. There should actually be a storyline in this one outside of getting a letter that says I will give you information if you come see me. Make NPCs have PERSONALITIES! Have a rogue with a witty sense of humor, or a greedy king who will do much stuff for money. In Daggerfall they were nothing but information dealers.
****** ( 6 Received )

More Quests
More quests. Lots more quests. At least 200 or so unique quests per guild.. It wouldn't be that hard, especially if Bethesda had a quest contest or something along those lines, where one could download a quest editor and submit quests..then the best ones could be implemented. Much better paying.
***** ( 5 Received )

Vampire Clans
Make these work. Vampires should have thier own god and temples. While being a vampire be able to give vampirism to others and same with lycanthropy. Be able to kill any and everything that has blood. Like pigs, cows, dogs, horses, etc. Kill shop keepers, guild members, and people while they sleep. Each vampire clan should have it's own headquarters where all the people thier are members of that clan. Certain towns controlled by vampire clans. More vampire clan quests. Joining a vampire clan should be like joining a temple or knightly order.
***** ( 5 Received )

Riddles
Bring back the riddles!!! I loved those, and they stumped me just the right amount of time. Don't trivialize them by putting them in all dungeons - maybe just make one dungeon have a bunch (a dungeon that furthers the main quest.) and a few other riddles in other dungeons the character is sure to visit.
*** ( 3 Received )

Quest Items
When you get a quest to find say, spider venom, you should be able to get any spider venom (they're all the same, right?), not just that special one in the bottom of a huge dungeon.
*** ( 3 Received )

Bulletin Boards
Have bulletin boards in guilds taverns etc... where random quests are posted. I've been looking for this one in a game for years.
** ( 2 Received )

Illegal Quests
Some quests are 'legal', such as killing a bear, or 'illegal' such as smuggling or murder. Have police sting operations to catch you red-handed! Make evidence and such a factor in trials -- if somebody saw you do it, your ass is busted! Hire a lawyer, or if you can't afford one, get a public defender to try and get you scott-free! Have plea bargains, and have a rap sheet to keep repeat offenders behind bars!
* ( 1 Received )

Temples
You should be able to be excomunicated from temples.If you join a temple as a priest-monk-nun- - you should have rules you are supposed to live by - different ones for different temples - with possible penalties if you don't.
* ( 1 Received )

Jobs
Possibility of having a job(as waiter or Weaponsmith). Have occupations such as a farmer or a blacksmith, now if you could do that online......
* ( 1 Received )

More Complex Quests
Far too many simple quests. Need more complex ones where you have many more decisions to make and each one has effects in the future.

Main Quest Involvement
If the player chooses to just live life and not get caught up in the major quest(s) then a level of danger that (s)he can't help but get involved in.

Relevant Dungeon Monsters
Ancient liches don't protect bards, and knights don't protect orcs. The computer should fill the quest dungeon with creatures that are relevant to the quests.

PC Gives Quest
Let the PC be able to give quests to people as well. All kinds of options here. Perhaps only when the PC is a certain level or has a minimum reputation.

Starting Quest
Start out in a town instead of a dungeon.

Refuse Rewards
Be able to turn down the reward money for a quest in exchange for increased reputation. Would work better for misc citizen's quests and temples. Less gain at fighter's guild.

Internal Guild Politics
Rivals who are also seeking promotion and superiors who must be removed so you can get their job. Dynamic guildhouses. I.e. if a guilds power falls its guild offers less services, has worse decor. As it decreases further, outlying branches close. And the reverse for guilds increasing in power.

Sub-Guilds
Multiple advancement branches in Guilds. For example, in the Mages Guild, there should be other highest levels, such as Grand Wizard, where you get different benefits etc. What you get could be based on your magic skills, or what quests you do etc.

Forest Guilds
Forest Gulids would be exactly like small vilages but in a forest. The houses would be in the trees and would probably be small. The trees of course would have to be solid, to get to the houses, rope ladders or something similar would be needed. There would be people roaming around like normal and it would be more fun if you had to stumble across the guilds to find them like lost cities. Once you had found them you could join them and buy a house there, do special training etc. They would be really good things to join and, look really cool.

Necromancers Guild
Have a real Necromancer guild where if you die and are a member, you automatically restart with most of your possessions gone, but your necromancer powers based on your character level, character attributes, artifacts, number of completed quests, reputations, etc. and your guild level. PLUS, you must sometime choose between the light or the dark. If you choose the light special monsters, other necromancers, etc. will come after you, the monsters/attackers will be bad, but if you pull it off, great rewards and special goodies. If you choose the dark, make the requirements of bad reputation, killing, BETRAYING (especially other guild members) pay off BIG.

Guard Quests
When you join a regional knightly order you should have guard duties as part of the quest offered, IE arrest a criminal, catch a thief, break up a riot, guard the king, ect. If the region is at war you may have to go off and fight for your ruler. Breaking the law or attacking guards in regions where youre a knight should result in automatic expelsion

Mini-Quests
Join the many mini-quests from guilds into a longer quest with a common theme.

Varied Quest Rewards
Increase in repuation, skill/attribute increase should be made the rewards for various difficult quests....failure means a decrease.

Trade
Where is the trade. Trade is one the most important things through time, yet there are very little trade in Daggerfall!!! Let Caravans journey around, Merchants guilds develope...

Dark Brotherhood
The Dark Brotherhood should recruit you after performing a number of assassinate quests (now received sometimes from tavern owners), rather than killing 3 innocents or 15 guards. To steal a quote from Grosse Point Blank, A psycopath kills for no reason, I kill for money. The thieives guild might want indiscriminant thugs, but an assassin's guild would want professional killers. There should be more assassin quests like killing powerful people (lords, queens, etc.) Assassination is killing for political/idealogical reasons, otherwise it's just murder. Over half the quests I get from the DB ask me to kill a wayward member. Completing a number of such quests could qualify the PC for a sub-guild of internal purists.

Thieves Guild
There needs to be much more variety in this. Something like spying on opposing guilds, selling stolen items through black market, etc. When you go into some guy's house to steal something they shouldn't watch with that dumb grin on their face as you take their stuff, open all their doors and run throughout their house. There should be a good reason for going into a house, and if anything illegal is seen they will either attack you themselves or call the guards. Also, the dark brotherhood and thieves guild don't seem to care when I take all the stuff they have laying around, even when I'm not a member of the guild. If this is meant to be taken (ie, guild supplies), it should be related to the guild in some way, and only accessable when a certain rank is reached.

Artifact Quests
More ways to get Artifacts quests.

Guild Involvement
I believe that the player should be more involved in guilds than just simply performing quests. It should be possible for the player to become the Archmagister of the Mages guild or the Lord of the Fighters guild, etc. Thus, as the character gains rank in the guild, they should become more involved in the politics of that guild. At high level, maybe the player himself can give out quests instead of taking them.

Banned
When you are banned from a city, have a very bad reputation, or maybe just because your a werewolf, you should get a angry mob after you.

Total of 78 Suggestions, 30 Unique

Please feel free to Contribute a Suggestion...

This file automatically generated by the UESP Suggestion Database program created by Dave Humphrey, 8 June 1998
If you have any inquires, problems, or suggestions related to the program or its output, please direct them to the WebMaster, Thank-You.


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