Werewolf issues

Post » Sun Sep 19, 2010 1:36 am

Werebears ftw!
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suniti
 
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Post » Sat Sep 18, 2010 7:03 pm

Just so you guys know, full moons don't happen every day. They're more of a once a month thing
You could make it so that you transform "normally" every day, and go into "crazy mode" once a month :turned:

Crap, nevermind. This universe has a bunch of moons that always shine fully :facepalm:
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Shiarra Curtis
 
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Post » Sat Sep 18, 2010 8:32 pm

Just so you guys know, full moons don't happen every day. They're more of a once a month thing
You could make it so that you transform "normally" every day, and go into "crazy mode" once a month :turned:

Crap, nevermind. This universe has a bunch of moons that always shine fully :facepalm:

Twice a month. Makes sense because there are two moons.
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sam smith
 
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Post » Sun Sep 19, 2010 9:42 am

In oblivion they never stop shining fully though
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Ray
 
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Post » Sat Sep 18, 2010 8:31 pm

I agree that transformation to werewolf while carrying huge merit should also bear consequences. for instance a beast-like appearance that over time makes you more feral. perhaps causing friendly humanoids to be classified as enemies after a certain stage is reached. or perhaps certain quest-lines that open up while you have Lycanthropy and even afterward as part of atoning for your bestial rampages. also perhaps your affliction causes wolves friendly to you but violent towards NPC's to be spawned near you at random intervals while you are transformed, or perhaps being hunted as the animal you have become.
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Amanda Leis
 
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Post » Sat Sep 18, 2010 6:00 pm

I agree that transformation to werewolf while carrying huge merit should also bear consequences. for instance a beast-like appearance that over time makes you more feral. perhaps causing friendly humanoids to be classified as enemies after a certain stage is reached. or perhaps certain quest-lines that open up while you have Lycanthropy and even afterward as part of atoning for your bestial rampages. also perhaps your affliction causes wolves friendly to you but violent towards NPC's to be spawned near you at random intervals while you are transformed, or perhaps being hunted as the animal you have become.


if that song plays when you transform, I will uninstall the game :toughninja:
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Claire Jackson
 
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Post » Sat Sep 18, 2010 9:40 pm

In oblivion they never stop shining fully though

They're full 3 days out of 24, due to the number of textures (the games only have textures for 8 phases, so each phase is shown for three nights to have a cycle lasting 24 days). The moons' phases are also synced in Oblivion, so Secunda is only full when Masser is.
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Franko AlVarado
 
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Post » Sun Sep 19, 2010 11:04 am

What some would call a curse, others call a blessing and vice versa. Im not one for extreme pros and cons when it comes to playing aeither a vampire or werewolf in a game, because after a while the novelty will wear off. I mean its not fun having to only beable to walk around at nighttime and even then i cant go into any city without being attacked by psyhic guards, even though im the hero who saved the world and rescued little timmy who fell in down the well. What should happen is this, you start as a bloodthristy beast, and over the next couple of nights you gradually bring back your sense of humanity, essentially you regain full control of yourself.
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Elisabete Gaspar
 
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Post » Sat Sep 18, 2010 8:07 pm

Bring back Hircine's ring
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Sarah Knight
 
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Post » Sun Sep 19, 2010 6:24 am

If werewolves do make it in, turning into one should have consequences. Killing spree like consequences

The problem with this is many ideas I've seen on the subject give players either too much control (kill people or receive a small stat hit that slowly adds up) or too little ("cutscene" of you automatically attacking nearby people)
The first option would let you just either do nothing, attack bandits, or attack guards. This doesn't really do anything because you don't lose anything. Shopkeepers won't be dead, questgivers and NPCs that you've built relationships with will never be in the line of fire, and all of your victims respawn. The second option makes you feel far too detached and gives you no "responsibility" for your actions, because you didn't do it.

My idea would be that when you transform, you will start losing health at a steady rate. Every person you kill reduces this by a little, and after you kill 5-10 people (depending on how bad your condition is) your health will stop draining. The catch is ALL NPCs look exactly alike, are all killable and all have the same (relatively crappy) stats. This will make being a werewolf play out like a lottery game where you have to "scratch out"(cwatididthar?) the least important people. Your vision will also be blurry and reddish and you won't be able to see very far, adding to the feeling that you just have to kill anything nearby.

After you kill the number of people required, your vision will go back to normal and all NPC stats will go back to original levels (kinda like going out of "beast mode") but you will still be a Werewolf, letting you see the damage you did and giving you the rest of the night to do whatever you wanted.


there were consequences in being a warewolf in tes3 if spotted changeing you would be marked as a warewolf and be attacked on site even if u were not in warewolf form. and to this whole major people wont die or shopkeepers wont die its simple dont attack them and it solves that
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Kristian Perez
 
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