Werewolves&Vampires 2

Post » Fri Jan 01, 2010 10:08 am

Loving that idea~ Good post right there, makes me want to play as a Werewolf in Skyrim even more. C'mon, it has just gotta happen, Bethesda. :biggrin:

I hope, I was hopen for more info in the podcast today but nope:( I hope they say stuff about it becasue knowing me ill be on here every damn day for the next 11 months:(
I love u guys but thats alot!!!
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Justin Bywater
 
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Post » Fri Jan 01, 2010 4:13 am

I'm just imagining myself creeping up behind a victim on all fours or running someone down like a wolf while they scream. :celebration:

Having increased speed while in wolf mode would be cool. Like getting down on all fours and running would be faster or something.

EDIT: Also having people scream, "Werewolf!!!!" and running or whatever would be great. I can see Cyrodilic vampires blending in with people but wolfing out in front of a crowd would be great just to see everyones reaction.
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Erich Lendermon
 
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Post » Fri Jan 01, 2010 12:59 am

I'm just imagining myself creeping up behind a victim on all fours or running someone down like a wolf while they scream. :celebration:

Having increased speed while in wolf mode would be cool. Like getting down on all fours and running would be faster or something.


For sure but I want to be able to stand on all fours otherwise I would think I was just a oversized wolf and I know I want atleast to be more humanoid like in morrowind
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jason worrell
 
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Post » Fri Jan 01, 2010 2:02 am

I think it would be awesome if when you crouch as a werewolf you would go down on all fours for creeping stealthfully or running like a beast.

Ohh that is an excellent idea, speed bonus anyone? bump of justice! I demand to see vampires and werewolves!! :pinch:
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Aman Bhattal
 
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Post » Fri Jan 01, 2010 12:34 am

For sure but I want to be able to stand on all fours otherwise I would think I was just a oversized wolf and I know I want atleast to be more humanoid like in morrowind


Well yeah, you could stand up. The on all fours thing would just be when you go to crouch. And maybe it increases you'r speed running like that. But standing up is more for combat. Using you'r powerful claws.

It would be neat to be able to maul people with you'r teeth on all fours though. Then switch out to claws standing up for more power. Or defending.
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Tania Bunic
 
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Post » Thu Dec 31, 2009 10:09 pm

I want wereBoars too!
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Jonathan Windmon
 
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Post » Fri Jan 01, 2010 4:42 am

Thinking about Vampire hunting.
How about a hunter faction that deals with all things like Vampires, Werewolves etc?

Factions for vampires are a must. I'd like to see one for werecreatures too but not sure if it's possible in the lore.

Regarding hunting, for that, we also need clues and tracks and such. Otherwise all you're doing is wandering aimlessly until the right thing spawns, which isn't exactly "hunting". This is another area where good AI, and NPC behaviors going on by themselves behind the scenes, is vital. A hunter might linger in town and watch people, keeping track of those who never leave their house during the day, or read some weekly events report from the guard station about assaults, and see if any match the signs of a werewolf attack. I remember similar in Thief 3, a regularly updated bulletin on pickpockets/robberies/assaults/murders in the area. It wouldn't be the same of course, but if NPC's are capable of being attacked, it wouldn't be hard to have some weekly record on what happens to who. If you've got an "alive" world where bodies are moved and buried instead of hanging around for eternity, you could visit a graveyard to try and see a body before it'd buried. To run it down: join some hunting faction for authority, use authority to read the guard reports. See that someone died from slashing wounds. Investigate body. If it's mostly intact it was probably a smaller animal, but if it's dismembered and seems to have been a vicious attack, things are looking more suspicious. Leave the town gate at night, set out some kind of bait, wait. As usual the key is to build a living world, and then you can "hijack" the daily actions that are already going on regardless to add extra content like this with minimal effort.

Vampire factions, sure. I'm iffy about lycanthrope factions, because the idea of them even forming a pack seems completely ridiculous to me, let alone anything more complicated. What I do think would work and have mentioned before, is to tie them to the cult of Hircine. Worshippers of Hircine are probably the people least likely to kill someone for being a werewolf, and may even honor them. Shrines/temples to him could be safe havens, as well as a source of quests and rewards for them that actually makes sense.
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Michael Korkia
 
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Post » Fri Jan 01, 2010 5:07 am

Slot of good ideas but why is it hard to believe in werewolf packs since normal wives have packs?
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KRistina Karlsson
 
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Post » Fri Jan 01, 2010 9:15 am

This may be a little of topic... but do werewolves age or are they immortal like vampires? Also are their wounds healed when they turn back to human form or not?

On topic: I would love to have vampires and werebears in the game. We already had werewolves so I won't be that mad if they aren't in the game. Most of all I want vamps and teddies to be rare. I don't want to meet them at every step. I don't want to have almost 100% chance of getting infected. Also It would be nice if you didn't know right away that you got the disease. Make the character have nightmares or some very serious stat penalties like in daggerfall.

Also, I would like to be able to talk to were-creatures when they're in human form. I want them to hide what they are and if I have a high speechcraft then maybe I can manage to get them to confess. I also want them to run away during transformations, not shapeshift on a busy street where everyone ignores them. I also want some bad-ass transformation scenes.


I think werewolves are only immortal in Underworld, don't know how the healing worked in Morrowind but I'm pretty sure if you were hurt in wolf form you were still hurt in human form. Which is what all the old lore about werewolves says, and actually how it started was when people wounded a wolf and later saw a guy with a similar wound they concluded he must BE the wolf, so I personally hope they stick with that a bit.
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Anna Kyselova
 
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Post » Fri Jan 01, 2010 2:02 am

I want wereBoars too!

from: On Lycanthropy
"The wereboar has found both the climates of High Rock and Hammerfell amenable."
doubt they will like Skyrim but maybe someone will mod them in
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Bedford White
 
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Post » Fri Jan 01, 2010 9:59 am

from: On Lycanthropy
"The wereboar has found both the climates of High Rock and Hammerfell amenable."
doubt they will like Skyrim but maybe someone will mod them in

I need me some weresharks! (yes they exist)
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Marta Wolko
 
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Post » Fri Jan 01, 2010 1:23 am

were bull? that would look cool


i realy want wereboars though, the tusks would look awsome
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Tina Tupou
 
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Post » Fri Jan 01, 2010 2:49 am

Slot of good ideas but why is it hard to believe in werewolf packs since normal wives have packs?

Heh...wife packs. Anyway, as mentioned before, one of the main obstacles to them forming packs is that it's a transformation. Eventually, they all turn back into humans (or elves or whatever). How is it supposed to work? Every lycanthrope from miles around all suddenly start converging on one spot like birds flying south just so they can meet up in time for the next full moon, and run around as a group for one night? And then they all go home again? In a functional wolf pack they work together to take down large prey and share it amongst themselves. What prey possibly warrants that many werewolves and is big enough to share? All those people vanishing into the wilderness, and then coming home naked from the wilderness, just when there happens to be a full moon, would make it really obvious to know who's infected and kill them. If it were a daily thing it's even less feasible. The alternative is that everyone who becomes a werewolf automatically becomes feral and goes to live in the woods forever. Somehow remaining inconspicuous, while surviving handily off the land, something crazed humans are often not great at.
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nath
 
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Post » Thu Dec 31, 2009 11:09 pm

what about a Lich. There was one in Morrowind I think so fits in lore. It new and has great roleplaying potential. Missions could involve a citadel which you upgrade to stop others attacking your phylactery. Death causes you to respawn at your phylactery unless you are on a different plane. You need to be an evil character. Just making your phylactery is a quest in its own right.
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Eire Charlotta
 
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Post » Fri Jan 01, 2010 12:16 am

what about a Lich. There was one in Morrowind I think so fits in lore. It new and has great roleplaying potential. Missions could involve a citadel which you upgrade to stop others attacking your phylactery. Death causes you to respawn at your phylactery unless you are on a different plane. You need to be an evil character. Just making your phylactery is a quest in its own right.




maybe as part as an expansion pack or mod, that doesnt seem like a thing that is time efficient when you consider how many enemies wont see it.
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Anna Watts
 
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Post » Fri Jan 01, 2010 7:43 am

maybe as part as an expansion pack or mod, that doesnt seem like a thing that is time efficient when you consider how many enemies wont see it.

I don't get what enemies have to do with it. A shrunken skeletal frame who slightly hovers is highly noticeable. NPC's avoid you. Guards may attack in large cities. You have a merchant that delivers to your citadel at certain times only. It would work well as a DCL/expansion.
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GEo LIme
 
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Post » Fri Jan 01, 2010 2:47 pm

true true
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michael danso
 
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Post » Fri Jan 01, 2010 6:16 am

Werewolves seem like they should certainly be in there. Not sure about vampires, but they could always make a different faction of vampires, like snow vampires or something. I think George R.R. Martin had something like that in his series "A Song of Fire and Ice." I don't remember though, I read it a long time ago. But the point is we can have a new type of vampires.
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james reed
 
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Post » Fri Jan 01, 2010 8:47 am

i meant players, not enemies.



i realy think a vampire should be able to negate sun damage with enough clothing on
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Abi Emily
 
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Post » Fri Jan 01, 2010 7:16 am

Vampires and werewolves/bears both fit in skyrim. And there are "ice vampires" or volhikar. Plenty of lore for both to exist in skyrim so they should both be included
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..xX Vin Xx..
 
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Post » Fri Jan 01, 2010 11:34 am

i meant players, not enemies.



i realy think a vampire should be able to negate sun damage with enough clothing on

Maybe when its really really really overcast out.. No wait, is it the UV rays that do it?
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LijLuva
 
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Post » Fri Jan 01, 2010 6:35 am

Since they burn and catch on fire I'd say it's the UV rays but that probably won't be much of a problem in the colder parts with heavy cloud cover and thick Leather or fur armor
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Roisan Sweeney
 
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Post » Fri Jan 01, 2010 2:11 am

When it comes to werewolves/werebears and such I am hoping for Quality > Quanity.

With them in the past, both werewolves/vampirism have felt rather tacked on. To me both should GREATLY change the game if you become one. It should have not only a viisual affect on your character, but a great affect on the actual game, how you play it, how people react to you, story elements that can both be opened and closed by becoming either.

Most importantly though, it needs to have depth.

I think the most major thing it needs is that once you become either creature or whatever is in the game (Werewolves at least have to be in above all others imo) it needs to open up an ENTIRE new character and development skill/tree for your character.

Were-creatures and vampires should have their own abilities that you lv up in (rather grow to learn, etc). Things that can actually affect the game and how you play it.

For example, a Vampire should halve to feed on people or find blood to sustain them much like how it works in Vampire: TMB. Feeding within a timeframe al lows you to "Blend" in with humans whereas if you go so long without feeding on blood you visually start to look more and more like a vampire and people notice. lv['ing up as you become "older" you might gain a new ability, such as the ability to perhaps glide/hover a short idstance, the ability to move oat a much faster speed, etc.

Whereas with Werewolves for exoample, you might learn things like a greatly enhancted ability to leap, jump and to climb things. As well as more combat things such as being able to leap onto people/animals/creatures, using your claws and other means to do kill moves, etc.

Basically they just n eed to make becoming a creature in Skyrim be more in-depth, have it actualyl feel like a HUGE change to your character and one that affects the whole game, rather then a small change with no major differences to things.
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James Baldwin
 
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Post » Thu Dec 31, 2009 11:59 pm

When it comes to werewolves/werebears and such I am hoping for Quality > Quanity.

With them in the past, both werewolves/vampirism have felt rather tacked on. To me both should GREATLY change the game if you become one. It should have not only a viisual affect on your character, but a great affect on the actual game, how you play it, how people react to you, story elements that can both be opened and closed by becoming either.

Most importantly though, it needs to have depth.

I think the most major thing it needs is that once you become either creature or whatever is in the game (Werewolves at least have to be in above all others imo) it needs to open up an ENTIRE new character and development skill/tree for your character.

Were-creatures and vampires should have their own abilities that you lv up in (rather grow to learn, etc). Things that can actually affect the game and how you play it.

For example, a Vampire should halve to feed on people or find blood to sustain them much like how it works in Vampire: TMB. Feeding within a timeframe al lows you to "Blend" in with humans whereas if you go so long without feeding on blood you visually start to look more and more like a vampire and people notice. lv['ing up as you become "older" you might gain a new ability, such as the ability to perhaps glide/hover a short idstance, the ability to move oat a much faster speed, etc.

Whereas with Werewolves for exoample, you might learn things like a greatly enhancted ability to leap, jump and to climb things. As well as more combat things such as being able to leap onto people/animals/creatures, using your claws and other means to do kill moves, etc.

Basically they just n eed to make becoming a creature in Skyrim be more in-depth, have it actualyl feel like a HUGE change to your character and one that affects the whole game, rather then a small change with no major differences to things.


This.
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{Richies Mommy}
 
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Post » Fri Jan 01, 2010 9:51 am

just have to point out

were creatures should be INSANELY muscular. they should be able to jump one story buildings at least, sprint, literaly rip people limb from limb, get healed by blood


were creatures should only come out at certain times. around these times npcs in werewolf areas will lock their doors and hide/ take ant werewolf measures


upon transformation the player should fall to the floor in frist person, look at the floor, and get up as a were creature
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bonita mathews
 
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