Mod idea: modernizing the advancement through factions' ranks

Talk about the mods or features you'd like to see in Daggerfall Unity. Give mod creators some ideas!
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Kzer-Za
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Mod idea: modernizing the advancement through factions' ranks

Post by Kzer-Za » Fri Mar 13, 2020 9:46 pm

It feels to me that the progression in factions has two big issues:

1. The quests for raising your reputation in the faction are given randomly. I can't be the only one who thinks that receiving the same kind of quest over and over gets old rather fast. In fact, I'd say that it gets old right after the first repetition.

2. You don't get anything substantial for getting to the highest rank. In fact, in most factions you don't get anything at all. If I'm correct, only the knightly orders are an exception in that you get at least an armor piece. In case of the Mage's guild the fact that you get nothing on the final rank feels almost insulting, seeing as on the previous rank you get amazing teleport service.

So, concerning the first issue: that chore is completely unnecessary considering that most factions have the total number of quests roughly two times the number of ranks! And especially now (with DFU and the possibility of modding) that the number of quests will probably be increasing. But even with the vanilla amount of quests it's approximately two quests per rank for each faction.

So it would be great if someone would redistribute the quests and reputation gain per quest, at least for vanilla quests so that you would just complete about two different kinds of quests per rank. By the example of the Fighter's guild:

For entering: cleaning a house of a rat (probably the easiest).
Then, say, hunt for a giant scorpion and cleaning a house of a bat.
Then, hunt for a giant spider and for barbarians.
And so on.

Concerning the second issue: some rewards are needed for reaching the final rank. For example: for the Fighter's Guild, the night access to the guildhalls could be moved to the 5th rank, and the final one could be rewarded with the services of the Fighter Trainers costing from that point on only half a price (or being free, since most services of other guilds are much more considerable than having a place to stay, so at least the highest rank of the Fighter's Guild could be used to balance it out). For the Mage's Guild, for example, move the teleporter service to the final rank. Or leave it at the 8th, but on reaching the final rank make all the guild services cost less. For knightly orders give the possibility for each rank select which piece of armor you want to receive (I mean, material would depend on the rank achieved, as in vanilla, but which piece (greaves, gloves, cuirass, etc.) to recieve would be selected by the player). And for the final rank give the full set of armor.

It would really be great if someone could create a mod along approximately these lines!

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Jay_H
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Re: Mod idea: modernizing the advancement through factions' ranks

Post by Jay_H » Sat Mar 14, 2020 12:35 am

Unleveled Quests does alter how they're offered in guilds, so you start out with the easiest and most basic tasks and move on to the most difficult ones. It doesn't remove the easy ones from the quest list once you're higher rank, though.
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Ralzar
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Re: Mod idea: modernizing the advancement through factions' ranks

Post by Ralzar » Sat Mar 14, 2020 10:05 am

Something I'd like to see:

1: If you complete or decline a quest, that quest gets pulled out of rotation for quite a while.

2: Couple this with: if a questor offers a quest and you decline: he has no new quests for now.

If you don't want to do the job your guildoffers you, they're not going to just keep giving you new offers.


Alternatively addition: When a questor offers you a quest, you get the quest picker list, but only with an amount of quests matching your rank in the guild. So a rank 1 character gets a list of 1 quest. A rank 8 gets a list of 8 quests etc.
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emmathepony
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Re: Mod idea: modernizing the advancement through factions' ranks

Post by emmathepony » Thu Mar 19, 2020 7:27 am

Ralzar wrote:
Sat Mar 14, 2020 10:05 am
Something I'd like to see:

1: If you complete or decline a quest, that quest gets pulled out of rotation for quite a while.

2: Couple this with: if a questor offers a quest and you decline: he has no new quests for now.

If you don't want to do the job your guildoffers you, they're not going to just keep giving you new offers.


Alternatively addition: When a questor offers you a quest, you get the quest picker list, but only with an amount of quests matching your rank in the guild. So a rank 1 character gets a list of 1 quest. A rank 8 gets a list of 8 quests etc.
I agree with everything about this.

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Ralzar
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Re: Mod idea: modernizing the advancement through factions' ranks

Post by Ralzar » Thu Mar 19, 2020 8:03 am

Small refinement to the idea:

1: If you complete or decline a quest, that quest gets pulled out of rotation for quite a while.

2: You can only decline a questors suggested quest as many times as your rank. After that he has no more quests for a random amount of time.
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pango
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Re: Mod idea: modernizing the advancement through factions' ranks

Post by pango » Thu Mar 19, 2020 4:30 pm

Ralzar wrote:
Thu Mar 19, 2020 8:03 am
2: You can only decline a questors suggested quest as many times as your rank. After that he has no more quests for a random amount of time.
That may be a little too hard for beginners, that's something to experiment with...

Other idea:
  • Generate 3 or 4 quests;
  • Present them by decreasing rank
It would make sense you're first suggested the best jobs compatible with your rank, but if you decline it you're left with lesser tasks...
When a measure becomes a target, it ceases to be a good measure.
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Jhonrock
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Re: Mod idea: modernizing the advancement through factions' ranks

Post by Jhonrock » Wed Apr 08, 2020 8:10 pm

On the same subject, I think it would be cool, if possible, a mod that change the prerequisites needed to join (at least some) factions in the game. Not change, but add one more requisite.

For example:

- To join the fighters guild, on top of having certain skills at a mininmum level, you would also need to have a minimum reputation level (above the average) with commoners.

- To join a knight order, on top of skills, you would also need a minimum reputation level within the jurisdiction of that order.

- To join the mages guild... some level of reputation with the nobility or the scholars.

And so on, and so forth.

The way it is in the vanilla game, you can join everything as soon as you leave the first dungeon.

Having these extra prerequisites would make the factions more tied to the game world lore and the action of joining them more rewarding. And, on top of that, would make those random side quests you always get from npcs around the world (but always refuse) more important.

hannafamilycomputer
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Re: Mod idea: modernizing the advancement through factions' ranks

Post by hannafamilycomputer » Thu Apr 09, 2020 10:41 pm

Ralzar wrote:
Sat Mar 14, 2020 10:05 am
Something I'd like to see:

1: If you complete or decline a quest, that quest gets pulled out of rotation for quite a while.

If you don't want to do the job your guild offers you, they're not going to just keep giving you new offers.

Alternatively addition: When a questor offers you a quest, you get the quest picker list, but only with an amount of quests matching your rank in the guild. So a rank 1 character gets a list of 1 quest. A rank 8 gets a list of 8 quests etc.
Ralzar wrote:
Thu Mar 19, 2020 8:03 am
2: You can only decline a questors suggested quest as many times as your rank. After that he has no more quests for a random amount of time.
Instead if not having quests for a limited amount of time, how about having a quest list that can hold up to your rank in quests, and have new quests added to the list over time.

(Ex: Rank 5 mages guild member has a list of 5 quests. Once a quest is completed, they have 4 quests. However, at the end of every month, a new quest is added to the list, provided there are less than 5 quests.)

To make this more dynamic, new quests could be added after random time periods, and if it goes over the limit of quests, replace an existing one with a new one. (Someone got tired of waiting for someone to clean those rats out of their inn, so they did it themselves)

The list should be in decreasing rank like pango said.

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Jay_H
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Re: Mod idea: modernizing the advancement through factions' ranks

Post by Jay_H » Thu Apr 09, 2020 10:54 pm

Perhaps only certain quests, highlighted in green, could contribute to reputation gain. Others are available just for adventure and material reward.
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lxgm
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Re: Mod idea: modernizing the advancement through factions' ranks

Post by lxgm » Thu May 28, 2020 11:25 am

choosing quests :?
how about, following orders and do what you are told to do :?:

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