Why do NPC's hate vampires and werewolves

Post » Sun Nov 11, 2012 9:26 am

Everyone hates the werewolves and vampires - from the townsolkf (go wolfy in front of them) to the Vigilants and the Dawnguard. Why? From my point of view it depends entirely on the character playing the wolf/vampire if they're evil or not. There are plenty of non-feral wolves in the game and the Colovian count was a nice vampire.
I think TES should either make a way to "trick" you into playing an evil character - maybe in wolf mode you can only see in heat vision so you couldn't tell who was a good guy or bad guy, or maybe force you to feed in vampire mode if you go too long without picking a victim - i.e. you would automatically feed on the nearest living person, follower, guard or whatever.

It would explain a bit of a hole for me anyway..
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Amanda savory
 
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Post » Sun Nov 11, 2012 10:59 am

Becaus they are feroucius beast that want only your blood and flesh that tracks their origins to local demon lords (Hircine, Molag Bal) this why I like TES rather than go off with trend and make monsters, that are just misunderstood loners they decided to go with more classical rapist, cannibals , abominations, there are some exeptions but they are exceptions from the rule.
Also people think they are monsters, because from their point of view they are monsters, people in Whiterun don't know that there is good group of werewolves, people in skingrad don't now that their count is Vampire,
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Harry Hearing
 
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Post » Sun Nov 11, 2012 11:55 am

Everyone hates the werewolves and vampires - from the townsolkf (go wolfy in front of them) to the Vigilants and the Dawnguard. Why?
The whole killing/eating thing (for werewolves), or feeding (for vampires), tend to leave a sour taste in people's mouths. Normal werewolves hunt and kill their prey: people. For some crazy reason, people don't seem to like that. Vampires have to feed on people, to the detriment of those people. If they don't kidnap you and take you as "cattle", they may just kill you... or possibly infect you with vampirism.
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Hearts
 
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Post » Sun Nov 11, 2012 7:06 am

9/10 vampires just want to feast on your blood and most of the werewolves I have seen can't control their transformations and go on a killing spree. Nobody, well almost nobody, wants to die.
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Kathryn Medows
 
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Post » Sun Nov 11, 2012 2:59 am

Because they are ferocious beast that want only your blood and flesh that tracks their origins to local demon lords (Hircine, Molag Bal)
But that's what I mean - what if there was a game mechanic to make you into the flesh eating monster (whether you wanted to or not). They call lycanthropy a curse, but its a curse you can ignore if you want - the only drawback is the no sleeping buff. Why not make it an actual curse where you turn once a month (or twice - how does the lunar cycle work in TES?) and really have to live like an outcast - lose all your stuff etc, attack those around you and flee from those who would hunt you.
TES isn't a werewolf sim and I don't want to make that a focus of the game, what they have is already amazing, but it wouldn't take much to make it a bit better...
I'm sure there are some Loremasters out there who could say it better than me...
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Eve(G)
 
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Post » Sun Nov 11, 2012 8:46 am

I bet most of them are feral, mindless beasts. Why some (player characters a good example) can control their diseases, I don't know. The count in Oblivion wasn't known to be a vampire, so people tolerated him, even though they thought there was something fishy in him.

There are different sorts of vampire btw.http://www.uesp.net/wiki/Oblivion:Immortal_Blood

Feeding on men and mer makes them feared, even if there was no apparent reason to fear some rare individuals.
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Wane Peters
 
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Post » Sun Nov 11, 2012 7:54 am

They call lycanthropy a curse, but its a curse you can ignore if you want - the only drawback is the no sleeping buff.
The Companion's lycanthropy is special (or it's just game mechanics, take your pick). Normal werewolves have to change once or twice a month, and are driven to hunt and kill people when changed. That's why people don't like them, as they don't want to be killed and eaten, and they're not going to stand around to first see whether you'll try to kill them or not; by the time they know, it'll be too late if they were wrong.

Why not make it an actual curse where you turn once a month (or twice - how does the lunar cycle work in TES?) and really have to live like an outcast - lose all your stuff etc, attack those around you and flee from those who would hunt you.
Bringing back the forced transformations and need to kill would be enough, IMO. You'd have to keep track of the date and time and make sure you're clear away from civilization when a full moon rises, so you don't end up changing in the middle of a city in full view of everyone who can identify you, and with a hunger to kill someone. If you don't kill and eat someone by the time you change back, you'd be very weak until you do.

In Daggerfall you'd occasionally get letters from Werewolf Hunters, warning that they'll kill you if you don't find a cure in a certain amount of time. If you don't get cured, they'd eventually show up to try to kill you.
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Tamara Dost
 
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Post » Sun Nov 11, 2012 5:08 am

Nobody like anything that considers you food.

As to werewolves, most are feral beasts. I always suspected that the type of werewolf the player can become is different from typical werewolves (who are cursed) because it originated as part of a pact with the witches. Aela states clearly that it means nothing until you choose to use it, while traditional (cursed) werewolves don't have that control. In short, I think the control is part of the pact for power. To most people though, a werewolf is a werewolf.
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Genocidal Cry
 
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Post » Sun Nov 11, 2012 8:23 am

If werewolf transformation was uncontrollable, I'd definitely have more urgency with curing the disease. As things are in Skyrim, I'll take the disease immunity, and never actually transform unless I was bored and felt like snacking on some people. The only reason for my Nord to want to cure his lycanthropy might be if he was old and wanted to go to Sovengarde after death, like with Kodlak.

That's an interesting feature in Daggerfall, with the hunters sending the player warnings. Too bad nothing of the like exists in Skyrim.
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Rich O'Brien
 
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