My Problem with Werewolves.

Post » Thu May 03, 2012 9:21 am

In both Daggerfall and Bloodmoon, you'd lose a lot of health if you didn't sate your bloodlust. You wouldn't exactly "die", but it made you very easy to be killed until you ate someone. The Ring of Hircine was the only thing that helped.

Should of been kept that way in Skyrim.
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AnDres MeZa
 
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Post » Thu May 03, 2012 9:50 am



Should of been kept that way in Skyrim.


They should have never made werewolfs if they made them like that. If you have looked at other lores theres no say about this but if you guys want a super nerf to the already pathetic werewolf go for it.
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Blessed DIVA
 
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Post » Thu May 03, 2012 11:57 am

They should have never made werewolfs if they made them like that. If you have looked at other lores theres no say about this but if you guys want a super nerf to the already pathetic werewolf go for it.
Yeah, it's in lore. Been that way since Daggerfall.
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Rachel Briere
 
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Post » Thu May 03, 2012 11:42 am

No thank you. The whole appeal to me of a werewolf is that you become a savage beast, and can't think on a high level. That you're more concerned with killing and feeding your bloodlust than anything else, and can't control yourself.

If you want an anthro wolf race, then fine, but you don't need to mess with werewolves to do it.


Oh, no. Werewolves/boars had pretty nasty glitches in Daggerfall. You could still talk to some people, and if you tried to turn in quests, you could crash the game. On full moons, you could use your lycanthropy spell to change yourself back for a few seconds (allowing you to inappropriately use items and whatnot) before the game would detect it and force you back into beast form. Also, due to the requirement to feed on NPCs, you could find yourself with almost no health at very inopportune times, causing you to reload a much earlier save. Also, being that there was almost no NPC AI to speak of, there were a lot of things Daggerfall could get away with that simply couldn't be possible in later games without breaking everything.

In Morrowind, if you tried to keep your lycanthropy, if you were anywhere but Solstheim you'd run out of NPCs to feed on since they don't respawn. Transformations remained nightly and required nightly feeding, even after the Bloodmoon event was over. Your game would effectively be finished if any law-abiding NPC spotted you transforming. It was not designed for you to remain infected with lycanthropy for long once you finished the Bloodmoon MQ, and it took mods to fix it.


In Skyrim, there's a lot of things that could break if you changed into a werewolf during particular events. Although they can still break if you use the Beast Form power, they at least made it so it doesn't happen on accident by leaving out forced transformations. Allowing forced transformations would require more work to keep those quests from breaking (by either suppressing forced transformations during those events, or redoing the AI so it doesn't break the events in spite of it happening).

As it is, Skyrim is already pretty weak with some NPCs not recognizing you being in beast form (thieves and roadway robbers will still run up to you and demand money), and being seen transforming is only a 1000 gold fine. Given the witness system, I think a death sentence that you couldn't pay off would've been more appropriate (at least if there weren't so many unkillable NPCs)... if someone saw you, you could just kill them. Having a limit on the length of time you could be known as a werewolf would've also played nicely with the regional crime system, too. If someone saw you and you couldn't kill them, just avoid towns in that Hold for a while and they'd eventually forget and let you back in.

But again, that all would've required more development time to implement and get working properly, as well as needing to rewrite part of the Companions questline to handle these types of werewolves, and to handle the fact that you could be one before ever joining.
Obvious glitches aside, I think that returning to the precedent of Werecreature game-play would make the experience much better. Forced transformations and the need to kill should be part of playing as a Werecreature character, consequences and all. This would include bonuses to Hand to Hand, Unarmored, resistance to normal weapons, Night eye and detect humanoid etc all in the same package and if you transform in the middle of an important quest or lose health because you don't kill then it is your own fault and you should deal with the consequences. There are many things that Bethesda should take more time developing and implementing, this is one of them.
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Kit Marsden
 
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Post » Thu May 03, 2012 10:45 am

They simply didn't have time to make lycanthropy fit pre-existing lore better while remaining fun to play.
I don't understand why it needs to be fun to play. It's a curse. How are curses fun? Especially when you're on the receiving end.

There should be forced transformations for werewolves, just as vampires should burn in sunlight, feel pain in places of worship, turn to ash upon death, and become weaker from not feeding.

.. but no, Bethesda doesn't care about that. They'd rather make a game that's a game, rather than an epic RPG that embraces the lore they've created. Ugh.
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Richard
 
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Post » Thu May 03, 2012 6:33 pm

I agree the werewolves are lackluster in this game. They also seems pretty weak with no hand to hand skill or stats to fortify. I transformed into a werewolf once with my Nord, realized it's attacks were weaker than my two hander, and never transformed again.

So what you're saying is, you've never transformed past the first change scene.
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Laura-Jayne Lee
 
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Post » Thu May 03, 2012 10:25 am

I used my transformations to run faster and longer. =P
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Céline Rémy
 
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Post » Thu May 03, 2012 8:37 pm

I personally have never liked playing as a werewolf. Either in Morrowind or Skyrim. I did like being a vampire in Oblivion on one character, but maybe that's just some kind of weird personality thing, I don't know.
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adam holden
 
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Post » Thu May 03, 2012 7:02 pm

Obvious glitches aside, I think that returning to the precedent of Werecreature game-play would make the experience much better. Forced transformations and the need to kill should be part of playing as a Werecreature character, consequences and all. This would include bonuses to Hand to Hand, Unarmored, resistance to normal weapons, Night eye and detect humanoid etc all in the same package and if you transform in the middle of an important quest or lose health because you don't kill then it is your own fault and you should deal with the consequences.
I pretty much agree with you, and mods that can make this happen will be among my favorite. As long as it doesn't purposely let the game break so badly that you can't continue playing, then it's all good. However, what I don't necessarily agree with...

There are many things that Bethesda should take more time developing and implementing, this is one of them.
I'd be all over the idea of extending development time to make werewolves better, but that's simply not how commercial game development works. There are a million things the developers would want to continue working on to make better, and if they were allowed to, the game would never be finished and released. That's why it's important to set a release date when you have a good idea of when things will be finished, and stick to it as best as you can even if it means dropping or toning down planned features when you see you can't do them as well as you want as the release date approaches.

I personally would want them to take extra development time for werewolves because I like them and think they make an awesome and worthwhile addition to the game, but there's many other things other people would want them to take extra development time for instead, and its simply not feasible to do it. As much as I want it, I understand it's not always possible for them to do (it's also why I go for the PC version, so modders can continue to flesh out what Bethesda couldn't finish).

I don't understand why it needs to be fun to play. It's a curse. How are curses fun? Especially when you're on the receiving end.
You play games to have fun. If it's not fun, why are you playing? You can have curses and let bad things can happen while still being fun, however, and that's the important part to keep in mind.

Failing a quest or being prevented from doing a quest because of it is fine, as long as there's still other stuff to do. Being forced to change is fine, as is having to kill an (innocent) NPC to stay healthy, as long as it doesn't put you in a situation where you couldn't avoid being in the middle of a quest when a forced transformation hits and you're forced to kill an important NPC (which would then break the quest line you've been working so hard at). Having something break because you didn't keep track of the day/time is fine (it was your fault), but having it break despite taking all the precautions you could is bad (it was not your fault). A less-than-desireable outcome is one thing, but completely breaking an important quest chain because of something you couldn't avoid is entirely another.

Bethesda introduced a few systems which would work really well for helping with this (regional crime, witnesses, radiant story which can switch quest givers/receivers in case they die, etc), and some things can be added to help even more. I'm very interested to see what mods will be able to do.
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No Name
 
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Post » Thu May 03, 2012 9:30 am

Huleed practically nailed it. Bethesda, listen to the fans! Ditch the damn dragons for just a second!
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El Goose
 
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Post » Thu May 03, 2012 6:10 am

Yeah I think they did a poor job with the werewolf thing since it can only be contracted from a specific quest line as opposed to contracting sanguine vampirism ( thats the disease right? xD ) I never even notice my character is a werewolf because I have complete control over transformation's and has 0 effect on my gameplay other than sleeping doesn't give me a rested bonus. They made being a vampire a lot more interesting compare to being a werewolf
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carla
 
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Post » Thu May 03, 2012 8:06 am

Yeah I think they did a poor job with the werewolf thing since it can only be contracted from a specific quest line as opposed to contracting sanguine vampirism ( thats the disease right? xD ) I never even notice my character is a werewolf because I have complete control over transformation's and has 0 effect on my gameplay other than sleeping doesn't give me a rested bonus. They made being a vampire a lot more interesting compare to being a werewolf
Which is sad considering that Vampires were essentially copy and pasted from Oblivion. I would have been content if thay had done the same with the Werewolves from Bloodmoon. But alas, I hope that some of the content contained in this "substantial DLC" I've been hearing about addresses these isues.
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Juan Suarez
 
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Post » Thu May 03, 2012 3:08 pm

No thank you. The whole appeal to me of a werewolf is that you become a savage beast, and can't think on a high level. That you're more concerned with killing and feeding your bloodlust than anything else, and can't control yourself.

If you want an anthro wolf race, then fine, but you don't need to mess with werewolves to do it.

I think your focusing too much on the lore aspect which is probably why I disagree with you. To me gameplay is more important and the way werewolves currently work they are no more than just beserked fighters, they're boring. You sacrifice too much of what your hero can do to play werewolf mode.

What you want out of werewolves sounds more appealing to me in a movie or a book but not in a video game. Not being able to do anything other than melee attacks, not being able to control your transformation and having to kill and eat or get penalized are all things that become a chore after the first few times that it happens.

I can understand having to kill and eat if you choose to transform as a cost of entering werewolf mode, but if thats out of my control then no thanks. And I dont think I would use WW mode much after using it a few times if all I could do in it is hack n slash.
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Lexy Corpsey
 
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Post » Thu May 03, 2012 10:57 am

The werewolves in Skyrim are plain silly.

They're weak, they're just about useless in a dungeon and FAR to weak to silver. Its quicker and easier for my character to just hack and slash his way through normally. I cured it, in the hope that people would stop telling my I had fur in my ears...
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Harry-James Payne
 
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Post » Thu May 03, 2012 9:59 am

I think your focusing too much on the lore aspect which is probably why I disagree with you.
Nah, I was talking about werewolves in general, not specifically about them in TES. Though that is why I like them so much in TES games, because they closely follow the formula I like.

Not being able to do anything other than melee attacks, not being able to control your transformation and having to kill and eat or get penalized are all things that become a chore after the first few times that it happens.
It's not like you'd be transforming all the time. You'd only be forced to change once or twice every 24 in-game days, and once a day whenever you want beyond that. Having to kill and eat every time you're forced to change isn't at all a problem for me (just the opposite, in fact; it adds to the experience), as long as I'm able to kill and eat... and the number of respawning bandits and road-side encounters helps ensure this isn't a problem.

There is an issue with many quests not working well when you're in beast form, but that's not really a fault of being a werewolf. The problem is in the presumption of so many quests that you're able to more thoroughly interact with people and objects, and how the quests grind to a halt if an alternative way through isn't available. This is unavoidable in a number of cases, true, but it can still be alleviated some, particularly if the game detects that you're a werewolf and like using beast form (or that a full moon is coming up). Radiant Story could assign more "werewolf friendly" quests if it's likely you'd be in beast form.

More (or really, any) quests you have to be in werewolf form to do, and being able to improve your werewolf abilities by using them, would be very welcome. Having more abilities that are sensible for a werewolf to have (like night-eye and sneak), and being more flexible with those abilities (eg, not restricting to only one howl at a time, and needing to go to the Underforge to change it), would be good too.
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Cat
 
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Post » Thu May 03, 2012 11:34 am

I don't mind the artistic license here because they want to make them playable. FWIW in the original D&D lycanthropes weren't necessarily evil and this game actually seems to follow quite a bit of the D&D lore.

Now the nonsense that has pervaded our culture surrounding nice vampires that drive Volvos and sparkle in the daylight is too much. <.<
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sarah taylor
 
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Post » Thu May 03, 2012 9:14 pm

I don't mind the artistic license here because they want to make them playable. FWIW in the original D&D lycanthropes weren't necessarily evil and this game actually seems to follow quite a bit of the D&D lore.

Now the nonsense that has pervaded our culture surrounding nice vampires that drive Volvos and sparkle in the daylight is too much. <.<
Werewolves were never really evil. Just misunderstood. I am glad Bethesda took this route.
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djimi
 
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Post » Thu May 03, 2012 4:09 pm

Werewolves were never really evil. Just misunderstood.

:o Try telling that to Father Soloman. XD

It's been a loonnng time since I've played D&D so I don't recall if those lycanthropes could control their transformations (I think they could or maybe it was a rage thing.), but I seem to remember they could also speak while in beast form. :P
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Evaa
 
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Post » Thu May 03, 2012 3:03 pm

The Werewolves of the companions fundamentally different then the regular werewolves. Take http://elderscrolls.wikia.com/wiki/Sinding for example he suffers the usually problems related to lycanthropy an inability to control himself. Which is why he stole the ring. There are also a few live werewolves held captive by the silver hand who are hostile to everyone. What so hard to understand that Hircine doesn't feel the need to be consistant. He wouldn't have decades of companions becoming werewolves if they couldn't control the transformation. The great trick the Glenmoril Witchs played on the companions is they enjoy the benefits of lycanthropy without the draw backs inexchange Hircine claims there souls. So there you have it the reason the companions strain doesn't suffer the draw backs other lycanthropes is because Hircine wishes it.

Vampires have three bloodlines in one game alone and suddenly its a big surprise when there is more then one bloodline of werewolves. Big whoop.

It's been a loonnng time since I've played D&D so I don't recall if those lycanthropes could control their transformations (I think they could or maybe it was a rage thing.), but I seem to remember they could also speak while in beast form.
Natural lycanthropes have complete control over ther transformations while infected have a Dr. Jeckle and Mr. Hyde thing going.
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Dan Stevens
 
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Post » Thu May 03, 2012 1:57 pm

If you pay attention to Hircine's quest, you will find that not all werewolves can control it, it must depend on bloodline
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Keeley Stevens
 
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Post » Thu May 03, 2012 5:23 pm

The Werewolves of the companions fundamentally different then the regular werewolves. Take http://elderscrolls.wikia.com/wiki/Sinding for example he suffers the usually problems related to lycanthropy an inability to control himself. Which is why he stole the ring. There are also a few live werewolves held captive by the silver hand who are hostile to everyone. What so hard to understand that Hircine doesn't feel the need to be consistant. He wouldn't have decades of companions becoming werewolves if they couldn't control the transformation. The great trick the Glenmoril Witchs played on the companions is they enjoy the benefits of lycanthropy without the draw backs inexchange Hircine claims there souls. So there you have it the reason the companions strain doesn't suffer the draw backs other lycanthropes is because Hircine wishes it.

Vampires have three bloodlines in one game alone and suddenly its a big surprise when there is more then one bloodline of werewolves. Big whoop.

But it svcks that we get to be the ones who can control it. And not the ones who suffer from drawbacks.
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Carlos Vazquez
 
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Post » Thu May 03, 2012 4:06 pm

But it svcks that we get to be the ones who can control it. And not the ones who suffer from drawbacks.
:rofl:
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Smokey
 
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Post » Thu May 03, 2012 5:23 pm

But it svcks that we get to be the ones who can control it. And not the ones who suffer from drawbacks.
Perhaps The companions made a special deal with Hircine?
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John Moore
 
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Post » Thu May 03, 2012 11:04 am

Oh and does anyone know if there any werewolf random encounters?
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Bethany Short
 
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Post » Thu May 03, 2012 5:48 pm

Perhaps The companions made a special deal with Hircine?
To be stronger and more powerful as Kodlak said?

Other than that, werewolves still suffer from mental instabilities and the Beast within them always wanting to hunt. And it's intense and sometimes uncontrollable, as Aela said when the player first transformed. It was so intense, that she did not know if the player would recover. I guess the only drawback to them is that their souls get claimed to Hircine's Hunting Grounds...not a bad thing at all, unless your one of the fat nords who always dram about belching and making jokes in a mead hall for eternity.
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Jon O
 
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