My Problem with Werewolves.

Post » Thu May 03, 2012 1:47 pm

First off, you said wolves do not kill for food? Then what exactly do they kill for? Pleasure? No. Survival. If it kills to eat food, then it means it must live. So what you said is contradictory. Also, it's established Elder Scrolls lore. Werewolves kill people because it's hardwired into their system. No control, no remorse, no hesitation. Hunt, kill, devour, survive. All for the glories of Hircine, who is the Father of Manbeasts, Prince of the Hunt and the Sacrifice of Mortals. So don't you dare compare regular wolves to werewolves because they are completely different things. In Elder Scrolls, wolves are mundane, werewolve's are not.

Secondly, who are you to try and disagree with established lore? I normally don't make a habit of arguing with twelve year olds, but tonight I will make an exception. Underworld has nothing to do with Skyrim. Different franchise, different universe. Also, Underworld had a werewolf leader. His name was William. And the Lycans had their leader, his name was Lucien. Got it? Good. And the Circle is a pack of werewolves, as Aela welcomes you to the pack. There is no need for a "leader" because the companions don't really have leaders since the days of Ysgramor, but I guess you don't pay attention to lore since you rather hack N slash your way through quests, right?

Thirdly, don't like the mechanics? Don't. Play. As. A. Werewolf. Simple. And I can give you countless folklore that states many times where people consider Lycanthropy is a curse. Since you watched Underworld, let me tell you that Michael did not lile being a werewolf at first. The wolfman, Lawrence Talbot hated being the wolf. Now in the game: Kodlak, Vilkas, Farkas, SInding. They all dislike being werewolves. Some like it, some don't. And you said way too many cons for werewolves? What cons? You can't get a good night sleep? How in the hell is that a con compared to most? Being a werewolf isn't suppose to be a little kiddie power-up where you hulk out and go on a rampage. Lycanthropy has to have balances: pros and cons. Daggerfall had pros in human and wolf form, as well as cons. Bloodmoon had pros and cons too. Skyrim has an unbalanced version. And it is a perversion of lore. TRUE lore. We all know and love. But I doubt you read anything I wrote. In any case, I'll post it anyways.

/rant.
Well said. :thumbsup:

We did not need various shout keys. Just the active effect that the totem has would be alright. For example, you can switch between totem of brotherhood and tootem of fear, but in werewolf form you are constantl having the detect life effect.
Nah. I really wouldn't like having a constant Detect Life effect because it's too distracting and obscuring. Kinda hard to see the fear and pain on people's faces if it's all covered by poofy clouds. If there was some way to do it without being distracting though, then sure... in Bloodmoon you would get blips on your minimap, but your actual view was unobscured.

I clearly said they only kill when they need food.
And what do they need food for? To live. Hence, they kill to live.

Sure some people dont like being a werewolf but they became one on their own choice. Kodlak tells you this himself.
That only applies to the Circle. Most werewolves in TES are so because they got infected during a chance encounter they somehow survived. Most people don't choose to become a werewolf, but have to live with the fact that they're forced to change a couple of times a month and kill innocent people. It sometimes drives them insane, if they don't kill themselves.

As for sidning he has no story. Beth just stuck him in their to give the Hericine people something to do. So dont even go their because a 2 minute quest didnt explain [censored] of sidnings situation and how he became a werewolf. All thats said is he killed some girl and he cant control his transformation BUT as you playing a werewolf you have complete control of your actions and that conterdicits with sidning not being able to control himself.
Your lycanthropy is different since you get it from the Circle. Sinding tells you he couldn't help changing and killing the girl, and if you've played Daggerfall or Bloodmoon, you have a similar problem (you're forced to change, and you have to kill an NPC to remain healthy).

Am I the only person in this world that wasn't disappointed by werewolves in Skyrim?
I'm not disappointed with them. I think they could be better (and will be using mods to make them so), but as they are, they're a fun addition. I hope Bethesda keeps with it and has them in the following games too.
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Cagla Cali
 
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Post » Thu May 03, 2012 11:52 am

Bethesda threw their own established Werewolf lore out the window when they made the WW in Skyrim. They are nothing like what we saw in prior games or like the ones you could become in MW-Bloodmoon.

It is supposed to be assumed that this group of WW in the companions are unique, and it is mentioned that they are not like the ones you find caged up by the Silver Hand while doing those quests. But to have this forced upon you to advance in the only Fighters Guild in the game is just really bad.

AND ***SPOILERS**** there is a proper WW in Skyrim. You find him in jail after he murdered a little girl during one of his nightly prowlings. That is what the WW of Bloodmoon were like.

I understand the thinking that the WW of the companions are special somehow, but for them to think of it as a Gift? There is just something wrong with that.
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vicki kitterman
 
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Post » Thu May 03, 2012 6:45 am

There you go. Huleed backed it up. Thank you. Case closed. I enjoy being a werewolf in Skyrim, but it could of been improved greatly. But with the game mechanics, they could only do so much. I guess the dissapointment is that when we become a werewolf, we become strictly the ones in the Companion, who can control their Lycanthopy and do not suffer from lunar transformations like Sinding.

Most werewolves in TES are so because they got infected during a chance encounter they somehow survived. Most people don't choose to become a werewolf, but have to live with the fact that they're forced to change a couple of times a month and kill innocent people. It sometimes drives them insane, if they don't kill themselves.

Correct. Also, in extremely rare occasions there are people who are born with Lycanthropy. I'm sure you know. Hereditary werewolves, if you will.
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Umpyre Records
 
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Post » Thu May 03, 2012 10:13 am

To be fair to Bethesda, it is not as if they have completely forsaken the lore and implemented retcons. Things were left out, yes, but evidently as with beast legs they ran out of time to fully flesh out our creatures of the night. I do not believe they are intentioanolly blowing off us lore buffs. There are many lore treats in Skyrim to drool over, as I have.

This is an important point concerning the werewolves in Skyrim. The Circle are a different breed of werewolves in that they rely on each other in order to maintain control over their wolf. If you read Kodlak's journal, he points out that some Cicle members cope better than others and that it's a constant struggle to remain in control. Aela and Skjor complete embrace their nature, but Vilkas and Farkas work to keep their wolves in check. Vilkas has more difficulty in this than Farkas does. The need to kill is still present in the lore and the ability to kill and feed as a wolf is still present in gameplay. However, now the player can decide how strong the will of their character is in relation to the instincts of their wolf. If you want to say your character sumbits to their instincts, there's nothing stopping you. If you want to say your character is battling their nature or has yet to come to terms with ther inhumanity, you can play that out too. I wouldn't mind seeing werebears and wild werewolves around though. As for joining Hircine/Nocturnal for the Companions and Thieves Guilds respectively. Well, you can always turn your back on them.

I do not believe that the Companions are different than any other WereCreature. They received the blessing in an unorthodox manner but the reason they have more control is likely because they are a pack and have that support system other WereBeast may lack. The -Not Transforming and Having to Kill- thing was probably left out for conveniance or time constraints^. They could be uniquely blessed by Hircine but I wouldn't call them another breed.

Garin sharpfang. We are clearly in disagreement but please keep your arguments civil. You are in a wolf den.
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Mandi Norton
 
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Post » Thu May 03, 2012 11:04 am

> I do not believe that the Companions are different than any other WereCreature.

They are. Kodlak talks about it, both in-person and in his journal, among other sources. The first of them made a pact with the Glenmoril witches (who were/are affiliated with Hircine) that resulted in them having a different strain of lycanthropy.

Since he's not a Companion (and as far as we know, wasn't infected by one of them), Sinding presumably has the 'typical' form of it and thus doesn't have the same degree of control.
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Dawn Farrell
 
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Post » Thu May 03, 2012 9:32 pm

I thought the werewolves in Skyrim were cool because they were unique, however I do prefer the Daggerfall version of werewolves because they could transform at will once a day, but on full moons they were forced to transform and had to kill someone. They should have kept this type of werewolf I am glad they didn't do Bloodmoon's werewolves because transforming every night is annoying, even though they only did that because it was the Bloodmoon. My only problem with Skyrim's werewolves is they are too weak and have horrible defense and die to easily they should be a little less stronger than the ones from Bloodmoon.
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LittleMiss
 
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Post » Thu May 03, 2012 9:40 am

Werewolves may have a great natural urge to kill, but I don't recall them anywhere having to kill to survive.
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sam westover
 
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Post » Thu May 03, 2012 3:21 pm

Werewolves may have a great natural urge to kill, but I don't recall them anywhere having to kill to survive.
Play Daggerfall and Bloodmoon. In Daggerfall, if you don't kill you'll be left with 1 health (which you can't heal, except by killing). In Bloodmoon, if you don't kill you'll start taking damage.
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Rusty Billiot
 
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Post » Thu May 03, 2012 6:33 pm

Perhaps the large presence of the Silver hand and the Vigilents of Stendar explain the lack of other werebeasts from the lore?

Two large groups of hunters out there could very well hunt certain strains to extinction.

While the harsh version of the curse might have been fun to play with I do like the current version myself. It allows me to roll play some options of my own without forcing me.

Plus I think it was clear to me that the Companions are not your average Warewolves. The whole deal with the witches thing covered the differences pretty well to me. Plus the fact that we do meet a couple of other wolves who are the "old way".

The fact that the companions are more in control and are not forced to be the wolf might be why they escaped the extinction of the other werebeasts so far. It allowed them to escape the notice of the Silver hand and Vigilents of Stendar until most other's were hunted or captured. It seemed to me that the Silver hand just recently turned their attention to the Companions.
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Jhenna lee Lizama
 
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Post » Thu May 03, 2012 10:44 am

They kill for food to live but the way he is sayin is that they need to kill constantly to live.

@werewolf&vamp guy stop hiding behind someone else because you cant back your bs up.
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abi
 
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Post » Thu May 03, 2012 8:30 pm

There you go. Huleed backed it up. Thank you. Case closed. I enjoy being a werewolf in Skyrim, but it could of been improved greatly. But with the game mechanics, they could only do so much. I guess the dissapointment is that when we become a werewolf, we become strictly the ones in the Companion, who can control their Lycanthopy and do not suffer from lunar transformations like Sinding.

Sidning dosent tell you anything but how he didnt mean to kill the girl. He dosent tell you that he cudnt control it and he dosent transform on a full moon. The moon at his hideout stays like that and you can find him hunting anytime so full moon got nothing with him.

As for what they could have done for the werewolf they didnt. They have everything they needed here but they just stuck like a fail prototype. You damn well know that.
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Trista Jim
 
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Post » Thu May 03, 2012 6:42 am

Closed to review

Reopening.
Folks, keep in mind that you are talknig about games, and entirely made-up creatures like werewolves. Mind your tempers. It's fine to disagree with each other, just keep things on a civil, even keel please.
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Lauren Graves
 
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Post » Thu May 03, 2012 9:51 pm

Sidning dosent tell you anything but how he didnt mean to kill the girl. He dosent tell you that he cudnt control it and he dosent transform on a full moon. The moon at his hideout stays like that and you can find him hunting anytime so full moon got nothing with him.

As for what they could have done for the werewolf they didnt. They have everything they needed here but they just stuck like a fail prototype. You damn well know that.
I am sorry, but you are incorrect.

"I'm sure you heard of men who shift to beasts under the influence of the moons. I am one of them. A werewolf."-SInding.

Yes, he transforms under the influence of the moons. And right after that sentance, he says:

"That's why I wanted the ring. It was to to give men like me control."-Sinding.

He wanted the ring so he could control his transformations. When he saw the little girl in her feeble and weak state, the Beast within him enabled him to attack her and rip her to shreds. So he wanted the ring to control his Lycanthropy. I could say more, but I rather not for the sake of myself and Leydenne. I backed up my claims many times over, as I just did now. So either stop trying to create a flame war or just be civil.

Edit: I knew something was fishy when I saw the lore-masters lurking around. Why is this in the lore section?
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Becky Palmer
 
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Post » Thu May 03, 2012 1:04 pm

They kill for food to live but the way he is sayin is that they need to kill constantly to live.

@werewolf&vamp guy stop hiding behind someone else because you cant back your bs up.
Not to restart a battle or anything, but I agree with Werewolf&Vampire because werewolves do have to hunt and kill to survive when they are forced to transform by the moons.
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x a million...
 
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Post » Thu May 03, 2012 12:49 pm

Perhaps the large presence of the Silver hand and the Vigilents of Stendar explain the lack of other werebeasts from the lore?
Difficult to say. Werewolf hunters existed during Daggerfall (you'd get notes from them and get attacked by them if you're a werebeast), but we don't know how prevalent the Silver Hand is supposed to be compared to hunters of yore due to world scale and game mechanics.

Werewolves have always been rare, lore-wise. They existed, but most people would never encounter one, with some not even believing they exist. So a game on the scale of Morrowind/Oblivion/Skyrim (ie, very small compared to its "real" scale) will be generally wonky when it comes to the presence of werewolves and related factions. They'd either be so minor as to not be in the game (like pre-Bloodmoon Morrowind, and Oblivion), or have a greater ratio of them than there should be to make it worthwhile (like Bloodmoon and Skyrim).

Two large groups of hunters out there could very well hunt certain strains to extinction.
Given the magical/divine nature of the disease, I'm not sure if a strain could ever be hunted to extinction. As far as I know anyway, there's nothing to stop Hircine from making more if he wants. Also, werewolves are supposed to be some of his greatest hunters, so who knows if it's even possible for normal men to hunt them all down.

While the harsh version of the curse might have been fun to play with I do like the current version myself. It allows me to roll play some options of my own without forcing me.
Can't say I'd see it being very different, personally. There'd only be one forced transformation every 24 game days (since both Oblivion and Skyrim keep the moon phases in sync), so it would add more to the role play than it would take away, IMO. You needn't kill an innocent, going by previous games, so bandits and witches are just as fulfilling to hunt. Plus, there's Hircine's Ring which could hold off the forced transformations and bloodlust. All in all, it brings a small element of volatility to the character, which helps make for interesting stories.

It allowed them to escape the notice of the Silver hand and Vigilents of Stendar until most other's were hunted or captured. It seemed to me that the Silver hand just recently turned their attention to the Companions.
I got the impression that the Silver Hand have been an ongoing problem. Farkas/Vilkas, Aela, and Skjor are quick to demonize and kill them, which I wouldn't see them doing if they haven't been trouble. The Circle may be rough around the edges, but they still have a sense of honor and wouldn't resort to slaughtering them without justification.

The Vigilants of Stendarr don't focus just on werewolves, and actually seem more interested in Daedra. Werewolves and vampires appear to be more cursory goals, being the spawn of Daedra.
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Elizabeth Davis
 
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Post » Thu May 03, 2012 7:01 pm

This game made werewolfs svck so bad that everyone whos played a werewolf and has a normal human mind agrees with me that they are trash here. Theres like 5 of you who have other ideas like the OPs. Saying [censored] like its Beths own lore on making werewolfs. Anyone with a pair of eyes and common sense knows thats a bunch of horse [censored].

Bethesda have their own Warewolves. It is not the traditional western folk lore. Its not a bunch of horse [censored] because that's what the case is. Just as the Dwemer "Dwarves" aren't short little angry people.

If you can't comprehend this, then perhaps COD is the game for you...
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Farrah Lee
 
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Post » Thu May 03, 2012 1:41 pm

I can't blame someone for complaining that they preferred werewolves as implemented in a different TES game.
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Laura Wilson
 
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Post » Thu May 03, 2012 11:07 am

Difficult to say. Werewolf hunters existed during Daggerfall (you'd get notes from them and get attacked by them if you're a werebeast), but we don't know how prevalent the Silver Hand is supposed to be compared to hunters of yore due to world scale and game mechanics.

Werewolves have always been rare, lore-wise. They existed, but most people would never encounter one, with some not even believing they exist. So a game on the scale of Morrowind/Oblivion/Skyrim (ie, very small compared to its "real" scale) will be generally wonky when it comes to the presence of werewolves and related factions. They'd either be so minor as to not be in the game (like pre-Bloodmoon Morrowind, and Oblivion), or have a greater ratio of them than there should be to make it worthwhile (like Bloodmoon and Skyrim).


Given the magical/divine nature of the disease, I'm not sure if a strain could ever be hunted to extinction. As far as I know anyway, there's nothing to stop Hircine from making more if he wants. Also, werewolves are supposed to be some of his greatest hunters, so who knows if it's even possible for normal men to hunt them all down.


Can't say I'd see it being very different, personally. There'd only be one forced transformation every 24 game days (since both Oblivion and Skyrim keep the moon phases in sync), so it would add more to the role play than it would take away, IMO. You needn't kill an innocent, going by previous games, so bandits and witches are just as fulfilling to hunt. Plus, there's Hircine's Ring which could hold off the forced transformations and bloodlust. All in all, it brings a small element of volatility to the character, which helps make for interesting stories.


I got the impression that the Silver Hand have been an ongoing problem. Farkas/Vilkas, Aela, and Skjor are quick to demonize and kill them, which I wouldn't see them doing if they haven't been trouble. The Circle may be rough around the edges, but they still have a sense of honor and wouldn't resort to slaughtering them without justification.

The Vigilants of Stendarr don't focus just on werewolves, and actually seem more interested in Daedra. Werewolves and vampires appear to be more cursory goals, being the spawn of Daedra.
Nice explanations, Huleed. Werebeast were not always so rare. A book or more likely NPC if I recall correctly, from Morrowind stated that because they were so dangerous hard to kill that there was a crusade against them, hundreds if not thosands of years prior which greatly depeleted their numbers which is why many people do not believe in them in the third/fourth era time period. Sorry, I can't recall the source. Individual groups like The Silver Hand and The Vigilants of Stendarr would not get very far in their quest to wipe them all out in my opinion. (and just because other strains like WereBears aren't in the game doesn't mean they have been wiped out as games can't include EVERY piece of lore. They exist in lore and thought, just not on screen. Yet.) We witnessed firsthand how the Companions handily shredded them and there are bound to be other packs or communities of similar strength. Aela wasn't being modest when she said they are the greatest hunters in the land. My thoughts are that even the humblest Werebeast is very dangerous to any single man or mer and silver isn't exactly the Kyptonite for them as it is in other media. In the suspect event any strain or Werebeast in general were ever to be pushed to the brink of extiction I think Hircine would personally intervene. His titles include Father and Guardian of his "children" after all.
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Sheila Esmailka
 
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Post » Thu May 03, 2012 11:04 am

Nice explanations, Huleed. Werebeast were not always so rare. A book or more likely NPC if I recall correctly, from Morrowind stated that because they were so dangerous hard to kill that there was a crusade against them, hundreds if not thosands of years prior which greatly depeleted their numbers which is why many people do not believe in them in the third/fourth era time period. Sorry, I can't recall the source. Individual groups like The Silver Hand and The Vigilants of Stendarr would not get very far in their quest to wipe them all out in my opinion. (and just because other strains like WereBears aren't in the game doesn't mean they have been wiped out as games can't include EVERY piece of lore. They exist in lore and thought, just not on screen. Yet.) We witnessed firsthand how the Companions handily shredded them and there are bound to be other packs or communities of similar strength. Aela wasn't being modest when she said they are the greatest hunters in the land. My thoughts are that even the humblest Werebeast is very dangerous to any single man or mer and silver isn't exactly the Kyptonite for them as it is in other media. In the suspect event any strain or Werebeast in general were ever to be pushed to the brink of extiction I think Hircine would personally intervene. His titles include Father and Guardian of his "children" after all.

It was in Daggerfall that a crusade against Lycanthropes was mentioned. Years after that, the very word "werewolf" sprung from legend. In Solshtheim, when asked about werewolves, people either claim they do not exist because they were "hunted down to extinction." or they are suprised that a person can turn into a wolf. That's how rare it was in those times. Werebears are rare, very rare. Both "Lycanthropic Legends of Skyrim" and "On Lycantropy" states this. As much as the evil Silver Hand or the hypocritical Vigilants of Stendarr try to root out, I doubt Lycanthropy would truly be destroyed. As long as Hircine is around. So we are all right on that point.
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Mariaa EM.
 
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Post » Thu May 03, 2012 4:47 pm

I agree,and sometimes i think
Lore>Game
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Prue
 
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Post » Thu May 03, 2012 4:37 pm

While on the whole I agree, there are a few little points I am wondering about.

Sindig, in the Ill Met by Moonlight quest, doesn't need to kill to survive but does have uncontrollable urges to do murder around people even out of his beast form. Many werewolves are called "feral" by the Circle, and it's the Circle, I think, that bothers you.

While I agree that I think the "have to kill or be in pain" thing from Bloodmoon is cool and interesting, the Circle have a special ritual to induce the ability to transform at will. While this still effects people's minds according to Farkas, Vilkas and Kodlak, it may be that the nature of the ritual prevents this necessity. Just a thought as to a plot reason why that gameplay element would be removed.

Also, on a gameplay level, since all transformations are intentional, the tension from the compulsory Bloodmoon version would not really fit. Which also ties with the unique nature of the changes in the Companions.

@Greed: it has to be fun to play because it's a video game. That's part of why they are better than other media. It has to be interesting AND fun. Also, it's not a curse to everyone. Aela and Skjor don't seem to find it so.
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AnDres MeZa
 
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Post » Thu May 03, 2012 7:24 pm

This thread was not really meant for the Lore section as it was about Werewolf gameplay in general while lore is obviously going to be involved. Whatever, I'm just glad the thread still lives, for the moment anyway.
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Enie van Bied
 
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Post » Thu May 03, 2012 7:16 am

While on the whole I agree, there are a few little points I am wondering about.

Sindig, in the Ill Met by Moonlight quest, doesn't need to kill to survive but does have uncontrollable urges to do murder around people even out of his beast form. Many werewolves are called "feral" by the Circle, and it's the Circle, I think, that bothers you.

While I agree that I think the "have to kill or be in pain" thing from Bloodmoon is cool and interesting, the Circle have a special ritual to induce the ability to transform at will. While this still effects people's minds according to Farkas, Vilkas and Kodlak, it may be that the nature of the ritual prevents this necessity. Just a thought as to a plot reason why that gameplay element would be removed.

Also, on a gameplay level, since all transformations are intentional, the tension from the compulsory Bloodmoon version would not really fit. Which also ties with the unique nature of the changes in the Companions.

@Greed: it has to be fun to play because it's a video game. That's part of why they are better than other media. It has to be interesting AND fun. Also, it's not a curse to everyone. Aela and Skjor don't seem to find it so.
And thats the problem. every precedent in the series until this point was consistent on these points. The control issue was always suspect but when taken in context to what we know about Werebeast from previous games, the "some can turn feral and others have a better time controlling themselves" factor is actually an expanding bit of info on lore. the problem I have with The Companions is that everyone seems to think they are special. Why? They don't transform under the moons, nor do they have to kill but WE MUST ALL KEEP IN MIND THAT THAT IS THE PROBLEM and try not to take references from something that may have been overlooked by the devs if precedent is to be taken into account. The only solid evidence that they are different is the way they received the disease. I understand the need for fun gameplay and thats partly my point. Playing as a Werecreature before was an actual experience and not just a two minute power up. This is still an RPG, there has to be some drawback, some factor that affects choice and for Werebeast it is forced transformations and the need to kill in exchange for the power it comes with, this is the experience of being a Werebeast in the Elder Scrolls.
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sam smith
 
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Post » Thu May 03, 2012 7:26 am

While on the whole I agree, there are a few little points I am wondering about.

Sindig, in the Ill Met by Moonlight quest, doesn't need to kill to survive but does have uncontrollable urges to do murder around people even out of his beast form. Many werewolves are called "feral" by the Circle, and it's the Circle, I think, that bothers you. That's part of why they are better than other media. It has to be interesting AND fun. Also, it's not a curse to everyone. Aela and Skjor don't seem to find it so.
How do we know that? There is no proof that tells us Sinding does not kill to survive. And also, the whole kill to wake up healthy only applies to werewolves when they are in their beast form.
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Sammygirl
 
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Post » Thu May 03, 2012 7:05 am

How do we know that? There is no proof that tells us Sinding does not kill to survive. And also, the whole kill to wake up healthy only applies to werewolves when they are in their beast form.
Hm, you're right. I don't know why I assumed that the compulsion wasn't pain. Although his dialog did imply he had his hunting urges in human form, and some of Vilkas' dialog implies this as well.

I really don't mind the Circle, meself. It makes me think that they were trying to find a way to make it different without tossing this, and the way to do that is a Hircine/Glenmoril ritual that exempts them from the mundane concerns (except for the never rested bit, but that's not much) but has the more esoteric problem of Sovngarde vs Hunting Grounds.
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Marguerite Dabrin
 
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