Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
"How much the buyer's paying?"
"There is no buyer. This is for the glory, not for money."
"You need to go into a dungeon and kill some draugrs."
"I'm sorry, I thought this was the Thieves Guild?"
"No, but the draugrs have something that we can steal."
And I really don't mind radiant quests, I do them frequently. Even fishing jobs where 90% max pickpocket chance just screws me over sometimes.
Well, your topic specifically said the Thieve's Guild QUESTLINE, not the Thieve's Guild radiant quests. I mean, the Companions have you dungeon dive and punch people in the face, that's pretty authentic warrior stuff and is just as much content (aka, infinite) as with the radiant fetch quests for Vex and Delvin. Some of them are dumb too, like when it directs us to steal from "protected" houses and people. Or when poor dirt farmers have several bejeweled golden trinkets for stealing--sure they do. How do we even find out about them? And it's easier to get rich by just dungeon crawling, or pickpocketing everyone in town instead of one special item (assuming you can sell them, I hate the "stolen" tag that merchants magically know about). The radiant quests are boring and repetitive, basically doing the same stuff you already do as a thief. The Guildmaster armor is not only not that great, but surpassed by the Blackguard armor, I think it's called, that's much easier to get on Solstheim.
Anyway, I think the questline is terrible. We keep getting told about the "bad luck" of the guild, but it's never shown. And doesn't seem to affect us in the slightest. And we very quickly get sucked into dealing with this personal drama. Which doesn't make a ton of sense. Why would the Guild have trusted Mercer over Karliah? Dunno, she doesn't even try, she just bails instantly. Why is Mercer even still around? Oh, he needs this one last score to retire...but he apparently cleared out the entire VAULT of gold and jewels for his own use already, how much cash does he need? And wait, no one has opened the vault in YEARS (outside of Mercer, sneakily, on his own)? Like, Delvin never wanted to ADD something? Or take something out to pay an expense? How did Mercer even open it without being seen; the thing is RIGHT THERE in the central bedroom of the guild! I don't care how stealthy HE is, the DOOR isn't hidden!
But I love the Nightingale aspect; "So we have to protect the thing that makes thievery possible for everyone, and not just steal it for ourselves to become unstoppable masters of larceny, okay guys? Pinky swear! Oh, and don't just glue the key in it's hole because...narrative convenience." And when Karliah casually drops that we're just going to trade our immortal souls to Nocturnal for help...uh, excuse me, I have questions! Like, why do I need her help when I punch dragons to death for the lulz? And how can she help us anyway; the whole storyline is that she CAN'T because the key is gone, hence why we need to retrieve it--if she is able to help us, then the key is not needed! And once we get the key...it's just an unbreakable lockpick. Uh, I'd like to have my full potential unlocked, please. It's one thing to overhype the usefulness of some of these artifacts, but we actually see what one is capable of doing with this particular artifact...and then we can't do that when WE have it. Great.