Glad to hear
Below just bringing something up that I'm not sure will ever be possible but really hope someone finds a way.
One thing I'm hoping to see one day is difficult missions that take into account the factions you're apart of and rank(Mages /fighters guild/ temples /knight orders ) and you could use your connections to those factions to make said mission possibly easier or change things up at least..
example you have a high level mission from the mages guild to go to four random dungeons to fight high level stuff (for reasons)
before heading out you head to the temple you're apart of and high rank (click on a npc get a pop up asking if you want to ask them for help) you click yes and that takes care of one dungeon you need to do (being high rank they send out the "A team" to handle it)
After that you head to the fighters guild and you happen to be low ranking you ask for help like before but this time they send out the bench warmers (so they have a higher chance of screwing up)
So after doing your part of the mission maybe after a few days you get letters one saying A team is all good and another about B team failing
(one example scenario could be they found the item they needed to find but the fighters guild lost contact with them in <random city> ) you head to the city to find it besieged by a bunch of undead enemies being spawned by the item something like that
I hope I was able to explain what I was thinking just hoping to see more missions take into account the factions you're apart of
Jay_H wrote: ↑Sat Jan 19, 2019 3:09 am
Fighters Guild: Go to a shop in another city and guard it from robbers for a gold reward.
Knight Order: Find a murderous daedra in the city with the help of a mage.
1 Fighters Guild: Go to a shop in another city and guard it from robbers for a gold reward.
One path could be they offer to cut you in the game lets say checks your strength and one of your combat skills if you pass you get a pop up saying something about not being stupid enough to fight you if they can help it.
Maybe the mission now changes to them having you stand guard outside while they rob the place and now you get little event popups while you guard the place after its finished if succeed (you get something telling you what house or npc to talk to for the cut)
for the fighter guild itself its counted as a normal failed mission but if you manage to fail the look out now the fighters guild knows you teamed up with the robbers so the rep loss will be higher or what ever you think is best.
The other path could be (Pretty sure this isn't possible atm) is maybe have the robbers frame the Player(some how... maybe one of the guards is crooked ) and make it so the player has to get away from the guards and once they are free from being chased by the guards they need to find the guys who framed them to clear their name.
2 Knight Order: Find a murderous daedra in the city with the help of a mage.
Path 1 the mage betrays you and uses some spell to bind the daedra to use its power for his own maybe he warps to a dungeon or to another area of the city while having npcs spawning to attack you (while he does his thing powering up or whatever)
If you have a high Mysticism/Intelligence you can stop him and after that you just need to fight the mage and finish off the daedra
Path 2 the Daedra is more a lot more powerful than the Knights order anticipated (got this idea playing a heavily modded skyrim with the vigilant mod)
If the Daedra is in a house once you enter have it teleport you to a random dungeon (the idea is the daedra is warping the world around it)
Maybe with a high enough Illusion/Intelligence stats you get a pop up saying you have a bad feeling maybe you should go get more help with yes (you should go back the the knights order for help) or no go in and get teleported
If you got help maybe you bring back a few more mages now you got a mission to "protect them" from random daedra npc while they cast some spells to get the High level Daedra out of the house so you can kill it.
Now if you get Warped to the dungeon have it so you have to find and kill the daedra (while the game spawns more daedra type npcs on you in the dungeon) maybe at the start have it taunt you and the mage with the pop up messages
(maybe have a chance for the mage to go mad with fear and either attack or run off adding an extra step of either finding the mage and killing him or using way to calm him down and saving him or you could just leave him behind)
Hmm trying to think of the skills that could be used to "calm down" the mage before he goes crazy and runs off maybe Personality / Medical
Also is it possible to make it so you can't leave the dungeon from the exit? or at least warp you back to the same dungeon if you use it? (the whole idea is the Daedra is warping reality)Anyway after you kill it you get teleported back to the city it was at since its no longer warping reality
Now granted the mod I got the idea from said Daedra was Molag bal but still like the idea of the Daedra being a lot more powerful than the knights order was ready for