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New quests you would like to see on Morrowind

Posted: Thu May 06, 2004 4:53 am
by ikim
I was re. to the thread "things I don't like about Morrowind", and I was just saying that MW has a large variety of quests: searching, killing, sneaking, stealing, get this over there, bring me this, find me that... etc.
Do you have other quests in mind?
If so, post them here: maybe we will see them in Morrowind 2!!! :D

Posted: Thu May 06, 2004 6:15 am
by Wopps
Why would they call it morrowind 2? wouldn't it be something along the line that the first 3 were? like elder scrolls arena, elder scrolls daggerfall, and elder scrolls 3 morrowind. I personally think they would come up with a new name but thats just me. But about new quests..um i think they should add working for someone, like a smith, and he has you make things. or maybe working for an alchemist and make potions. but i dunno :)

Posted: Thu May 06, 2004 6:48 am
by Dark Master
I'd just like the oppertunity to be genuinly evil. Work for Dagoth Ur. (Even if its not Dagoth Ur in the next game).

Posted: Thu May 06, 2004 7:39 am
by ikim
I was thinking, maybe, it would be nice if you could make a guild of your own, or build up an army, and with that, conquer a city/castle, or defend your HQ, or become the king of some region, and order people what to do to make the reion work properly (but this last idea is too much sim-city like, and it would be hard to make it fit in a RPG).

Posted: Thu May 06, 2004 8:12 am
by Monolith
Originally posted by ikim
I was thinking, maybe, it would be nice if you could make a guild of your own, or build up an army, and with that, conquer a city/castle, or defend your HQ, or become the king of some region, and order people what to do to make the reion work properly (but this last idea is too much sim-city like, and it would be hard to make it fit in a RPG).

That's a mod-idea I once had...unfortunately I'm not very good at modding ;) . The whole idea was about building an own town and later invade other towns..

Those "Thief"-like quests I mentioned in that other thread would be what i'd love. More roleplaying quests would be great as well...without fighting and so on. Check out the "Less Generic NPC Project, Seyda Neen"-Mod if you don't know what I mean. It's great, although it doesn't add much.

Posted: Thu May 06, 2004 8:15 am
by ikim
Too bad (well, to be honest, I love it) I have MW on the X-Box.
so no mods for me. :(

Posted: Thu May 06, 2004 8:25 am
by Monolith
there's much you miss ;)

Posted: Thu May 06, 2004 10:24 am
by Dark Master
I think the most essential of all mods is real signposts, how X-Box people survive without it is beyond me.

Posted: Thu May 06, 2004 10:31 am
by ikim
Originally posted by Dark Master
I think the most essential of all mods is real signposts, how X-Box people survive without it is beyond me.



what do you mean? there is a patch also for sign posts? what does it do?

Posted: Thu May 06, 2004 10:47 am
by arno_v
It makes the letters on the sign posts normal so you can read them, it looks very good.

Posted: Thu May 06, 2004 10:56 am
by ikim
Dunno for PC, but for X-Box, the sign posts are written in strange languages, but a little window, pops up, telling you what is written on it.

Posted: Thu May 06, 2004 11:01 am
by arno_v
Its the same on the PC, but with the mod you dont have to put your cursor on the sign to read them, because they are written in an normal language

Posted: Thu May 06, 2004 11:06 am
by Dark Master
It's just much more pleasant I think. I probably overreacted a tad by saying I don't know how X-Box people surive, but I refuse to play until I've d/led the mod after any reinstall of Windows.

Posted: Sun May 09, 2004 8:34 am
by RebelousDarkElf
I have XBox too :(

Anyway, if there wes a new quest thing it would be for a new guild. It would be the elete guild because you would need a rep of at least 40. You would have to kill an enemy with only one type of weapon to test your versitility. Every mission has a different weapon involved with it. If you succeded the mission you would earn a weapon that had to do with the mission. If it were a magic mission you would earn the best spell. An example of this would be that you would have to kill someone with a fire spell and you would get the best fire spell. You would have to be really skilled in everything even mercentile and speechcraft because sometimes you would have to talk someone into giving you something. The final mission you would have to kill the Duke or someone important. This would be my super guild quest thing.

Posted: Mon May 10, 2004 6:23 am
by Digitalchimp
shenmue style missions
Originally posted by ikim
Dunno for PC, but for X-Box, the sign posts are written in strange languages, but a little window, pops up, telling you what is written on it.


the signs are in daedric. did I mention i could read Daedric?

I think a cool mission would be Shenmue-esque. (Did anyone here play Shenmue one ? it was class.) anyway theres a bit in that called the 70 man battle where basically you fight 70 people wityh som sub boss people thrown in. it would be cool if you had to go to a ruin and you had to fight like 65 odd random daedra with some Dremora lords thrown in or something.

i dunno, it maybe wouldnt work as well as on shenmue...

Posted: Mon May 10, 2004 7:47 pm
by blake
well im working on my assassin mod which will be like hitman rather than GTA, allowing for you to kill your target in multiple different ways instead of going and stabbing him, tisk tisk tisk...


also they could have made the sneaking quests a bit more difficult by making it to where if a guard sees you you will be sent out of the building, rather than him greeting you and then walking off, stupid guards. They would also be put on scripted "patrolling paths" so that you could try and actually sneak instead of walking around pressing the button to make sure nobody was there and then takikng the item... there done

Posted: Mon May 10, 2004 11:51 pm
by Adahn
Personally i'd be up for just adding more personality to each NPC and creating better role playing dialogues. I hate the fact that you can talk to a guy in Seyda Neen about Morrowind and he sais exactly word for word what an Orc in Dagon Fel sais. Now I know they all have the same dialogue, but come on... a little divesity would be a nice change of atmosphere. Having NPCs remember you, talk to you, ask you random questions, and give you the chance to answer differently (more alla Baldur's Gate). That's what i'd like other than quests, although a nice quest for overthrowing that arrogant king Helseth would be nice ^_^

Posted: Tue May 11, 2004 8:45 am
by dragon wench
It would be nice if there were NPCs and NPC-related quests to make creating some sort of healer character worthwhile.

I don't know, maybe the Temple and/or Imperial Cult quests do this, I have not yet explored those factions, but it might add greater human dimension to the game if such a thing were more general.

Actually, what I would really like to see is a druid great house or guild, something like this could be closely tied into the main quest since it would also involve healing the land....
:cool:

Posted: Tue May 11, 2004 11:47 am
by Monolith
Originally posted by blake
well im working on my assassin mod which will be like hitman rather than GTA, allowing for you to kill your target in multiple different ways instead of going and stabbing him, tisk tisk tisk...


also they could have made the sneaking quests a bit more difficult by making it to where if a guard sees you you will be sent out of the building, rather than him greeting you and then walking off, stupid guards. They would also be put on scripted "patrolling paths" so that you could try and actually sneak instead of walking around pressing the button to make sure nobody was there and then takikng the item... there done


Hey, did you read my posts in the "Things I don't like about Morrowind"-Thread? Exactly what I wrote there...
Are you working alone? If you need beta-testers for the mod, just tell me!
Originally posted by Adahn
Personally i'd be up for just adding more personality to each NPC and creating better role playing dialogues. I hate the fact that you can talk to a guy in Seyda Neen about Morrowind and he sais exactly word for word what an Orc in Dagon Fel sais. Now I know they all have the same dialogue, but come on... a little divesity would be a nice change of atmosphere. Having NPCs remember you, talk to you, ask you random questions, and give you the chance to answer differently (more alla Baldur's Gate). That's what i'd like other than quests, although a nice quest for overthrowing that arrogant king Helseth would be nice ^_^

Jope, exactly what the game needs, besides what Blake mentioned.

Posted: Fri May 14, 2004 6:59 am
by fable
Originally posted by ikim
If so, post them here: maybe we will see them in Morrowind 2!!! :D


More like Elder Scrolls 4. Morrowind is the third game in the series. :)

I remember speaking with several members leading the development team (preview article) a year or so before Morrowind appeared. My impression was that they wanted guilds and factions to be *active,* in the sense of aggressively pursuing an agenda against one another. They're static in the game itself, and I can understand that. Imagine the time it would have taken to code it all in, given everything else. But I think that would be one of my greatest hopes for the next major release: factions and guilds that pursued military, economic, and diplomatic initiatives on their own, and to which you might be assigned if you joined up--not necessarily making your faction a victor, either. I'd like the sense of a dynamic game, in a world that's going to shift its political gears whether I'm involved, or not.