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Seen any elves? HAHAHAHAHAHAHAHAHA

File: 1411348408726.jpg (99.17 KB, 640x960, 2:3, image.jpg)

 No.208

What's your favorite quest?

 No.212

Depends on which game you're talking about.

Most recently I've played Skyrim so it's fresh in my memory:
Thalmor Embassy is fun, Throat of the World when you meet Parthunax and getting to Sovngarde.
Hard Answers when you sneak into Calcelmo's quarters for Thieves Guild.
Unfathomable Depths because Dwemer Ruins are fun, the argonian chick is hot and I have a fetish for dwemer cubes.
A Return to Roots because fetch quests can be fun if the setting and lore around them are great.
Forgotten Legend is a top tier quest. One of my complete favorites in all three games.

Daedra quests generally are top quality in Skyrim, being better than Oblivion daedric quests by miles and aproaching Morrowind levels, if not surpassing them. My picks for the best daedric quests must be A Daedra's Best Friend, Discerning the Transmundane, Ill Met By Moonlight, A Night To Remember and Waking Nightmare. Sheogorath can go, his quest was so buggy in vanilla I still have fears of doing it.

Dawnguard has terrible dialogue half the time, but Unseen Visions was a great quest. Love the moths.
Forgotten Vale is a great place, but it's full of copy pasta falmer and lots of fighting, so I can't include it as a good quest.
Forgotten Vale Books Quest was exciting though.
Lost to the Ages has first not completely copy pasted dungeons after the main game and the quest is lots of fun.

The Path of Knowledge in Dragonborn because Apocrypha and Black Books were great. In fact, any other quest in Apocrypha as well.
Served Cold was neat.
Now that I think of it, Dragonborn quests aren't that good themselves. It's the backstory and more interesting locations that make them better than base game.

 No.213

File: 1411359722143.jpg (242.62 KB, 640x912, 40:57, 1410858471502.jpg)

>>212
As for Oblivion, my list is shorter:
Paradise because it featured a unique setting and more than half good dialogue written for Oblivion is said in this quest.

Honestly, I can't singe out any Dark Brotherhood quest as exceptionally good. They have a good overal quality when bundled together, but none are good enough for this list.

Cheydinhal Recommendation quest for Mage Guild is very memorable.
Necromancer's Moon is a good quest.

Boots of Springheel Jak and The Ultimate Heist are great.

Lifting the Vale is top tier.
A Shadow Over Hackdirt is good.
So is Paranoia and Zero Visibility.

Sheogorath and Vaermina quests are both top tier.

Now that I think of it, SI really doesn't have great quests. Only good lore behind it. Quests are tedious themselves.

On the other hand, every single quest in Knights of the Nine is great to amazing. Based Kirkbride.

 No.214

File: 1411361405434.png (292.48 KB, 640x480, 4:3, Boxart explained.png)

>>213
Morrowind took a different aproach to questing than Skyrim and Oblivion did. Its quests are more grounded in reality and your moments experiencing lore of the quests is what makes them good.
It's a completely different aproach to gameplay and as such, it can't be directly compared to Skyrim and Oblivion.

Main quest: Antabolis Informant, Vivec Informants, Meet Sul-Matuul, Corprus Cure, The Path of the Incarnate, Hlaalu Hortator (for obvious reasons), Zainab Nerevarine (bride), Hortator and Nerevarine and The Citadels of the Sixth House.

I won't get into three houses quests because I don't remember them that well.

Just as I said for Oblivion's Dark Brotherhood, Morrowind's guilds are high quality in general, not falling in quality while having steady progression. Still, I can single out a few great quests, especially for Mages Guild (which ironically, isn't that great of a guild):
Nchuleftingth Expedition and Mystery of the Dwarves

Pilgrimages of the Seven Graces is probably one of the best quests in TES games.
Silent Pilgrimage, Pilgrimage to Mount Kand and Ebony Mail.
And the 4 quests of houses of Trouble.

A Lucky Coin is a superb minimalistic quest.
Collecting donations was great, but it was multiple quests, so I'll simply mention it here instead of pasting same shit ten times.
Missing Limeware is a good one.

Widow Vabdas' Deed and Rescue Madura Seran.

An Invisible Son, which is very similar to a quest on my Oblivion list. I may have a thing for invisible people.
Ahnassi, a Special Friend - indeed, a special quest too.
Dreams of a White Guar.

Azura's Quest and Sheogorath's Quest.

I've never actually become a vampire in Morrowind, so I'll leave these three fractions out of my list.

How could I forget - Thelas' Pillows.

An Attack on Mournhold, Investigate Bamz-Amschend and a quest that transcendents quests - The Mad God.
Also, The Natural.

The Moon Sugar Mystery and Betrayal at Brodir Grove from Bloodmoon.

 No.216

>>208
I really love Arniel's Endeavor…it is a really cool quest from lore perspective and anyone with slightest understanding of tonal architecture and Dwemer will go ==OH SHEIT==
Also all Daedric and Dragonborn DLC quests since they actually have some choices in them usually and are more than fetch quests, like Namiras quest where you can just kill everyone mid quest or that quest where you excavate shit on Solstheim

 No.326

File: 1411395853519.gif (94.4 KB, 576x290, 288:145, python2.gif)

The search for the holy grail!

 No.393

>>208
Best one in the whole series is that one in daggerfall where [npc] sends you to [kill|retrieve] [npc|quest item] from [dungeon] and you get [rand*gold] as a reward.

 No.398

>>393
I also enjoyed a very similar quest in Skyrim

 No.402

>>216
>boom
>now you can summon his shade and he is subgradient of you
I was so hype.

 No.405

>>398
It may have seemed like a bit of half hearted sarcasm, but as a nethack fetcher, i legitimately did enjoy daggerfalls random quest/random dungeon dynamic. Skyrim's cool and all, but the dungeon design in daggerfall is just comfy…only thing to make it better would be a dig ability like in NH

 No.464

>>213
>A Shadow Over Hackdirt is good.
It's a little cliche in retrospect, but I stumbled upon Hackdirt before I first played that quest, so I was pleasantly surprised to sea they went somewhere with that little town

I'm going to get a lot of shit for this, I actually really liked skyrim's thieve's guild quest

 No.470

>>464
Thieve's Guild is the best guild quest-line in Skyrim.

It had the best writing and most interesting characters. A greater sense of legitimate progression in the ranks than any other guild. Neato fucking armor and weapons. And becoming the leader actually requires a ton of thieving and politicking throughout all the major holds of Skyrim.

Meanwhile I had to struggle to stay awake during the Companions quest line. The warrior guild is also boring as shit, with the only notable exceptions being the Legion and House Redoran in Morrowind.

 No.471

>>470
>The warrior guild is also boring as shit

I mean to say "always boring"

 No.473

I hated how skyrim just litteraly plunges you into the heat of the quests overnight.

Your first major quest in the guild? once you do that "Oh hey, guildmaster wants to suck your cock and entrust you something really super important even though you're the newbie".

But yeah, Thieves guild quest in Skyrim was sweet.


In oblivion, the Dark brotherhood's quest was awesome.

 No.479

>>473
Yeah, that's my complaint with skyrim as a whole is the level of mary-sue in that game.

I like stuff like Mount & Blade, where none of the nobles really take you seriously, and you have to work a long ass time to actually earn some respect

 No.497

>>470
>notable exceptions being the Legion and House Redoran in Morrowind

Really think about those guilds, though, in comparison to something like an actual Fighter's Guild or Companion's type questline.

Redoran and The legion as they were in morrowind can't really exist in skyrim, simply because they're not "warrior guilds". They're slanted towards something similar to the knight or morrowind NPC guard classes – that is, the heavy armoured, combat proficient…speechcraft classes.
Half the quests for the legion, iirc, involved just as much admiring, bribing, and general intelligence gathering as they did smashing heads with maces. Can't recall redoran too much because I've only run through that questline once, but from what I remember: it was a "speechcraft warrior" guild too.
Naturally, questlines and "classes" similar to the knight cannot exist in skyrim: being good at "speech" is literally just a matter of picking cyrodiil as your race.

 No.556

File: 1411658172329.jpg (93.16 KB, 752x1063, 752:1063, dawnguard_by_majdaddin_alh….jpg)

>>497
I guess this is my main beef with the warrior guilds of Oblivion and Skyrim, since the knight-type has always been my go-to character archetype in RPGs, and both games made it boring or counter-intuitive (in the case of the Companions quest line compelling you to become a werewolf to complete it) to fully play within that archetype.

Of course the KotN and Dawngaurd add-ons both helped in that front I suppose.

As an aside, look at that armor set, it's so fucking practical and not at all flashy. 8/10.

 No.558

Not exactly a favorite but its one that blew me away. "Final Resting" a quest in TES:Oblivion's Shivering Isles expansion. This quest is quite sad but deep and i can relate. Nuff said.

 No.563

File: 1411673380311.jpg (265.68 KB, 1600x900, 16:9, 2131328-1354305003.jpg)

>>556
I think skyrim lost a lot of the sense of medievalism that previous games had. It just felt like a modern world setting thinly veneered with Norse motifs.

Not enough emphasis on mysticism, romanticism, deep magic, chivalry, and all of the other plot themes that characterize both high fantasy and low fantasy settings. It just seemed like a dead and mundane 21st century world, except guns and computers were swapped for swords and spells.

tl;dr: skyrim just didn't feel "magical" to me.

 No.565

>>563
Or to elaborate, I remember reading somebody on another message board somewhere calling it an "ocean of 3 feet deep"

 No.566

>>563
>It just felt like a modern world setting thinly veneered with Norse motifs.

I know exactly what you mean. A prime example is that Thalmor Nord in Whiterun who's always blathering. It just felt like a ham-fisted attempt to insinuate modern politics into a setting where they don't belong. A medieval Scandinavian woman from an influential and traditionalist family would not be saying things like that.

There are other examples that convey this feeling, but this one just stood out the most to me.

 No.567

>>566
>Thalmor Nord

Woops, I have no idea why I put "Thalmor" in there, she's a Grey-Mane.

 No.568

>>566
Yeah. I'm not about to get off on some /pol/-shit rant, but too many "stronk liberated wymyn" just feel out of place in a historically inspired setting. Of course, in heathen Scandinavia women enjoyed a lot more social prestige than their counterparts in contemporary catholic Europe, but it seems like skyrim turns the political correctness thing up to 11. Like how the bandit gender ratio is 50/50, that sort of thing.

I did like that they weren't too harsh on the Stormcloaks. Bioware or some other studio would probably just paint Stormcloaks as terribad villains.

 No.569

>>568
That isn't unique to Skyrim though. Every elder scrolls besides Daggerfall (possibly Arena too, never played) has been egalitarian with gender.

 No.570

>>569
It just felt more forced in skyrim. Also the lack of a few other medieval elements:

Clothes in other elder scrolls often had ruffles and frills, skyrim it was just blouse and trousers that uncannily reminisce modern tee-shirt and jeans.

Daggerfall had thee and thou. Even other games like Mount & Blade or Dark Souls have at least some level of parlance. Oblivion and skyrim's dialogue felt too plain and modern


Don't get me wrong, it's a fun game, I just feel like a lot is missing. There were good things too. I do think the art style was a lot better than oblivion's warm-and-bloom. Also skyrim actually had enough voice actors to not sound like complete shit like oblivion did

 No.571

>>570

Skyrim clothes were intended to be very practical, not fancy and stylish. Skyrim isn't the Imperial Province, Oblivion-style early modern clothes would have looked out of place.

 No.582

>>568
You don't have to be from /pol/ to appreciate historical context and immersion. It would be like a film set in the antebellum South where a black woman gave a speech about white privilege and gender theory.

And I realize TES is fictional and not an accurate portrayal of historical Europe, but the setting comes with some expectations, and when those expectations are shattered completely it can break immersion.

 No.583

>>582
I'm honestly not seeing any Thalmor undertones in Skyrim. I mean point me to some and I'll concede but nothing here is unforgivable in the context of a fantasy game.

Women being just as capable warriors as men and having the same rights (again these facets of the elder scrolls setting are older than Skyrim) didn't shatter my immersion any more than the presence of dragons did.

 No.584

>>570
Yeah in terms of dialogue the worst example for me was Jiub. Nice to see him again after all these years but why in the fuck does a dunmer born in the third era have the exact same way of speaking as modern people in the setting or for that matter myself.

 No.589

>>568
The male/female ratio in skyrim felt normal for a TES game to me. Hell, just got done playing daggerfall for the night, and through all the dungeon crawls i managed, i recall being attacked by more female warriors than male. So, as a tes game, it feels typical.
As a viking nerd, the things that broke immersion for me were much more autistic…shit like skyrim-produced recurve and composite bows (scandis never developed that tech), being able to legally serve as thane in multiple holds (icelandic law would have seen this as a gross conflict of interests that could lead to oathbreaking), the phrase "milk drinker" not being a heavy insult worth killing someone over legally (See "argr" and the legal implications of calling someone such), and petty shit like using icelandic -ur endings of names instead of old norse -r (i.e. "gurdur" vs. "Gurdr") or draugr not being pluralised properly as "draugar". Oh, and no slavery/thralldom and rigid 3-tier society as portrayed in rigsthula…
Finally: dragonborn can get away with using magical thu'ums without being ridiculed as an argr, crossdressing fetcher who does womans work, because we all know that spoken magic (galdr) is wholly in the realm of shit men just dont do…

So yeah, it breaks immersion, but the gender ratio among random bandits is trivial in the grand scheme of how ahistorical it is (implying tes should ever be taken historically anyway)

 No.590

>>589
Just to keep bitching:

Tomatos and potatos exist in skyrim. Every time i see that, immersion goes.right out the window.

 No.591

File: 1411733599853.jpg (34.68 KB, 570x476, 285:238, idea guy.jpg)

>>590
>>589
But it's Tamriel, not Scandinavia.

 No.592

>>589
I agree with all of that.

 No.593

>>590
That bugged me too. Again, I think Bethesda started getting sloppy with their lore and universe when consolefetchers started to become a major marketing demographic. None of this shit would have flown with daggerfall, but casuals will eat it right up

Except the galdr part. Seid was for women, but not necessarily galdr

 No.595

>>591
That's the point.

Read that last line again:
>(implying tes should ever be taken historically anyway)

I was nitpicking 9001 things between skyrim and history in order to show that very little about the game is historical and that literally any arbitrary problem could be lodged against it on those grounds…

except for the vegetables thing…that really does bother me.

 No.597

>>590
>>595
I really don't get why the vegetable thing would bother you. It's not like potatoes/tomatoes are depicted as being native to Skyrim, they're just there. They're in modern Scandinavia, too. Because they were traded there. Trade being a thing that tends to happen when the known world is ruled by a central Empire.

 No.601

>>593
I might agree on your other points but fucking tomatoes and potatoes? Plants are more than likely produce of Y'ffres earth boning, he could spawn any plant he likes anywhere in any form and even if it's not him there is probably some other EarthBone responsible for it
Questioning the nature itself in TES is sort of pointless because it has a simple answer
>Ehlnofey want it to be that way, they are literally the laws of existence and existence itself
Done

 No.604

>>597
Well Tamriel would have different botany than earth. There's also no nirnroots in the real Scandinavia

 No.628

>>604
So does grass and trees in Skyrim bother you too?

 No.634

>>563
>Chivalry
>5th century Scandinavia
>morals
>implying we're not barbarians
ishygddt

 No.635

>>591
oh please, you really believe that the several thousand references to old norse was by accident? It might as well be Tamerial's northern people

 No.662

>>634
>5th century scandinavia
Skyrim was inspired by the viking era (793-1066), not the vendel or migration era.

 No.672

>>213
> I can't singe out any Dark Brotherhood quest as exceptionally good.
Whodunnit.

 No.676

>>589

Scandinavians never developed composite bows but Skyrim has had trade with other countries for a long time, and would naturally have a different technological path than irl nords because of the widespread use of battle magic in Tamriel.

The legally serve as thane thing is silly and doesn't make much sense, I agree. But I don't know if wearing an amulet showing you're looking to marry would turn every viking around you into a bisexual swinger either. Just because you can do something in the game doesn't mean you SHOULD if you want to roleplay properly.

Norse loved to insult each other and it didn't always end up in duels to the death, see flyting. But yes in Iceland at least you were allowed to kill someone who called you argr.

I agree that the name etymology is not 100% consistent, but then it wasn't in real scandinavia either.

Yes the Nords don't have slaves, generally humans don't enslave anyone besides goblin-ken in the Elder Scrolls universe. It is a big break from reality, possibly to make the elves more "evil" by having them be slaver civilizations.

Thu'um is more like rune-casting and galdr which is masculine scandinavian magic. Seidr is the term for the feminine "coward's magic" in Norse mythology which is the sort of thing that daedra worshipers and hagravens would do in Skyrim.

 No.679

>>635
well fucking clearly it's based on viking culture but that doesn't mean it need be a perfect recreation of scandinavia. minor nitpicks like what food they're eating or the exact linguistic nuances not matching up to reality in that era are pointless which was the point he was trying to make in the first place.

 No.682

>>676
it's mostly because humans were the enslaved civilization for long time

 No.686

File: 1411888697891.jpg (161.88 KB, 1360x768, 85:48, 2014-09-24_00003.jpg)

>>212
>Black books

They were fun as shit at first but until about the third one I really had enough of lurkers and seekers. Still, it looked really cool.

 No.1502

>>672
this

 No.1517

>>672
yeah, this. it's especially hilarious when you max the dispositions of all the guests, they have suspicions about everyone except the guy in black leather armor holding a bow and sneaking about the house

 No.2022

>>1517
>Not wearing fine clothes when in public, especially during that quest

 No.2023

>>1517
>Not wearing fine clothes when in public, especially during that quest

 No.2261

>>208
From the base games, it's hard to say since none of them were really memorable to me. I did like the Sheogorath quest in Skyrim (can't remember the name of it though). The College of Winterhold quests were interesting, but they were too short and it ended too fast. The pacing was WAY off.

If you want to count quests added by mods, my absolute top favorite is Heart of the Dead for Oblivion. Skyrim sadly doesn't have too many good quest mods yet, at least not as many as Oblivion has.

 No.2277

>>2261
>Heart of the Dead

Is this the part where you say Midas magic, any mods by reaper, Lich king armour and tools, Death knight spells, Assassins creed armour, Butcher of marmalade, and almost every other top page mod is good?

That's fucking Vilja Veconia under tier, nevermind about the undead city with all the nice shit in it, if they just killed the other stuff it'd be fine, but holy fuck.

 No.2702

The one where you get drunk, marry the hagraven and steal a goat.

 No.2706

File: 1415694485498.jpg (2.74 KB, 126x107, 126:107, 1312531439482.jpg)

>>2702
>First playthrough in skyrim
>"hey you look like you can drink, lets have a contest!"
>wake up in a city I've never been to being yelled at by a priestess of dibella for molesting her statute
>can't find all the trash
>beg her to tell me anyway
>wut
>finish quest
>most immersed I've ever been

50 billion hours of gameplay later

>npc comes sprinting at me

>WEAPONS READY LYDIA
>"I've finally found you!"
>wut
>"man you guys are crazy drinkers, no way am I doing that again, anyway, here's that hat you had me steal from that bandit chief."
>w
>u
>t
>.

Best Quest.

 No.2709

>>569
There is that Founders Helm quest in Morrowind where if you play as a girl the guy says "Just like House Redoran to send a woman to do a man's job".

 No.2744

>>569
Starting attributes varied between genders in Morrowind.

 No.5846

File: 1425863383028.jpg (158.36 KB, 800x600, 4:3, 800px-SR-npc-Eltrys_02.jpg)

The Forsworn Conspiracy/No One Escapes Cidhna Mine

 No.5847

YouTube embed. Click thumbnail to play.
Black books were all pretty fun, and I had a good time adventuring with Neloth. From the main game, I liked The Man Who Cried Wolf, but I thought the second part of the quest was a little boring.

Embed was tfw getting Deathbrand's treasure

 No.5848

>>570
The game's inability to say "Sons of Skyrim" was super awkward.

The alteration makes "Sons of Skyrim" cool. "Sons and Daughters of Skyrim" just sounds forced.

 No.5859

Best quest in Skyrim was Discerning the Transmundane. Discovering the Blackreach was amazing.

 No.5904

The quest to collect all the crimson nirnroot was great cause I had to explore all of Blackreach to find them and Blackreach is fucking cool. It made me think of those R.A. Salvatore books about Drizzt Do'Urden that I read when I was a kid.

 No.6074

File: 1426838894346.png (4.45 KB, 209x214, 209:214, 1353829651457.png)

Skyrim

>>2706
This
>The whole tell the Jarl > get stone from the barrow quest the first time.
>Murdering the bride without anybody noticing and running away before the lizard shows up to fuck up my escape
>The one about Potema
>Sheogorath quest
>Hanging out with Master Neloth in a Dwemer ruin in Dragonborn

Oblivion

>The deadric quest where you had to frame the patriachs of two families for eachother's murders (Nameara of Mephala or somebody.) Made me feel like an actual cultist doing something horrible for the sick pleasue of some deity just so I could get more power.

>The DB quest where you murder someone with a minotaur's head
>The ultimate heist
>Finding the Akaviri relics in pale pass for Bruma's countess

Morrowind

>That one Telvani quest where you had to deliver a skirt to the Mistress of one of the towers

>Sheogorath quest
>I remember something about killing someone powerful in Ghostgate then living as a fugitive until I could sneak into balmora to have the theives guild take care of the price on my head but I can't remember if it was a quest or not. Some of the most fun I had in Morrowind.
>A nord in Vivec tells you about the burial of a Nord king if you buy him a drink. Some phat lewt and some of the best atmosphere in Morrowind.
>Pilgrimages of the Seven Graces
>Finding a white quar for the ashlanders.


>>2022
>Not suspecting the naked lunitic with the axe who's first act upon entering the house was to say he was going to murder everyone.

 No.7693

>>479

It's not even a matter of being a "mary sue" (that's a theme in every Elder Scroll; as a Hero, you are gifted with overwhelming talent and power to fulfill your destiny), it's that there is no expectation for your character to grow, or become good at anything particular. You don't need to be remotely good at magic to be the Archmage, and you don't need to know which end of a sword to hold to become Harbinger. Consequently, all your "accomplishments" feel empty, which is only compounded by how anti-climactic the writing is, how there's basically nothing to do once you become faction leader, and nobody outside your guild really gives a shit aside from a passing comment from some shitty guard.

It's all just empty and underwhelming, and part of it is because Bethesda is worried about scaring away casual kiddies who resent being challenged by a game in any way.


 No.7940

Black Book quests are #1 for me. Apocrypha is fucking neat.


 No.7941

File: 1438116026752.jpg (109.36 KB, 835x773, 835:773, Hitler_Console_Peasant.jpg)

>>7693

Gas the casuals, Lore war now.


 No.7950

>>7693

>playing Skyrim

>join Mages' College

>Assume quests for it will be based off improving my character's magical abilities

>Quests are mostly just going into dragur ruins and killing everything inside

Really rustled me something good.


 No.7953

>>7940

They are #1.

Skyrim could've used more quests that let you walk the planes of TES.


 No.7964

>>208

>What's your favorite quest?

I liked that one where you had to go to that cave and get that thing from that guy for the other guy. That was pretty sweet.


 No.7970

>>7950

It wouldn't even be that bad if they didn't trick you into it by putting the good quests right at the beginning

And knowing bethesda they probably only did that lesson on wards as the first quest because it was a brand new spell with a cool effect that they wanted to show off

They did the same bait and switch shit with the Thieves guild too


 No.7973

>>212

>the argonian chick is hot

>argonian chick

>hot


 No.7991

>>7970

Is the Thieves' Guild worse or about the same? I never actually did that quest because I figured it'd be the same as the Mages' College.


 No.8010

>>7991

Thieves Guild is cool until you go kill Draugr with Mercer Frey.

He poisons and "kills" you because railroading and bethesda.

You are rescued by the not-marysue, Karliah.

You must become nightingale like the awesome karliah or you cant stop da ebul mercer frey because he has the skelly key. Even though he is weaker than a draugr death lord. You cannot keep the skeleton key, because you could enter those key-required ruins and kill essential draugr.


 No.8014

>>8010

I wish you could have just killed them all, like with the DB. Both of those questlines are fucking horrible, all of the characters on your side are shit, and you have zero room to maneuver for roleplay purposes in deciding why you're doing any of it because Bethesda needed to give the turboplebs a means of roleplaying without having to think at all.




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