How Bethesda should have created vampireswerewolves

Post » Thu Jun 07, 2012 3:25 pm

I have yet to play as a werewolf in this game but I read about it from the guide and werewolves seem like hulk mode, you enter this mode and then you hulk smash stuff and that's it.

I haven't looked up anything on vampires I'm just assuming its like in oblivion?

I can understand why they would make werewolves they way they did but at the sametime I kinda wish that once you become a werewolf it becomes like its own race in the game and you can do everything other races can do(so werewolf mode with weapons, armor, spells, etc)

It would also be great to have a perk branch that specifically improves vampire and werewolf modes, so maybe at first you will be just a brute but as you invest perks into it then you get to have more fun with those modes.

That would be pretty cool, having a seperate race for werewolfs were the main thing was revolved around the werewolf.
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Jaki Birch
 
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Post » Thu Jun 07, 2012 9:11 pm

So either do it right or take it out completely and piss off a lot of fans. Implementing something half-assed only exacerbates the problem.
Bethesda is in a lose lose situation. If they took them out, not only would they have to make up some lore to explain what happened, but people here would go berserk. However, if Bethesda focuses on what actually important and just adds vampires and werewolves to shut people up, this happens. Honestly, if you want werewolves and vampires, why not go play a game that has them as there main focus.
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Siobhan Thompson
 
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Post » Thu Jun 07, 2012 3:01 pm

Bethesda is in a lose lose situation. If they took them out, not only would they have to make up some lore to explain what happened, but people here would go berserk. However, if Bethesda focuses on what actually important and just adds vampires and werewolves to shut people up, this happens. Honestly, if you want werewolves and vampires, why not go play a game that has them as there main focus.

Because we want them in TES? Obviously implementing them poorly doesn't "shut fans up" or this topic would not be here.
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xemmybx
 
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Post » Thu Jun 07, 2012 9:51 pm

I don't ever see werewolves or vampires ever being focused on and I'm glad. Maybe Bethesda should make a spinoff focusing only on vampires and werewolves.
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Lewis Morel
 
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Post » Thu Jun 07, 2012 3:04 pm

I don't ever see werewolves or vampires ever being focused on and I'm glad. Maybe Bethesda should make a spinoff focusing only on vampires and werewolves.

So, once again, you're glad it's not focused on simply because you don't like it. Perhaps they should dumb down or completely get rid of spellcasting simply because I don't like it?
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Emmie Cate
 
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Post » Thu Jun 07, 2012 7:21 pm

So, once again, you're glad it's not focused on simply because you don't like it. Perhaps they should dumb down or completely get rid of spellcasting simply because I don't like it?
I actually like werewolves and vampires, but if they focused too much on them, I don't think they would be able to focus on the story and etc.
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Angela Woods
 
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Post » Fri Jun 08, 2012 6:41 am

I actually like werewolves and vampires, but if they focused too much on them, I don't think they would be able to focus on the story and etc.

You can make this argument for just about any aspect of the game.

"If they focused too much on combat, I don't think they'd put enough effort into the story."

"If they focused too much on the story, I don't think they'd put enough effort into making an open-ended game."

The truth is that Bethesda needs to properly implement whatever aspects of the game they choose to add.
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Rachel Eloise Getoutofmyface
 
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Post » Thu Jun 07, 2012 11:46 pm

That is true, but how would you create them then? Bethesda uses their own lore for vampires and werewolves, meaning there not supposed to be like Blade or Underworld. Besides, Morrowind's vampire system isn't anything to write home about. Sure, there three different bloodlines, but theres like how many quests for them three?
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Quick Draw III
 
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Post » Thu Jun 07, 2012 10:58 pm

That is true, but how would you create them then? Bethesda uses their own lore for vampires and werewolves, meaning there not supposed to be like Blade or Underworld
Bethesda didn't even follow their own lore when they implemented vampirism in Skyrim. For ideas on how vampires should be, you need only look back at books like Vampires of Illac Bay, Vampires Of Vvardenfell, and concerning the Volkihar of Eastern Skyrim, the book Immortal Blood.

Besides, Morrowind's vampire system isn't anything to write home about. Sure, there three different bloodlines, but theres like how many quests for them three?
So?
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Alyesha Neufeld
 
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Post » Thu Jun 07, 2012 10:12 pm

I don't think current gen consoles could handle the Volkihar. Also, if the vampire and werewolf system was never great in the first place, why would you think it's better now?
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Kirsty Wood
 
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Post » Fri Jun 08, 2012 5:56 am

Total number of clan and non-clan related quests in Morrowind:

http://www.uesp.net/wiki/Morrowind:Vampires#Vampire_Quests

Were I to suggest changes to vampirism, I would start by adding more ways to feed. Being forced to feed on sleeping people is tedious. I want to be able to feed in combat or by magically subduing my potential victims.

After that, I would reward players for feeding by allowing them to feed to remain strong. To counteract this, I would make vampirism slightly more noticable to others, preferably by implementing some sort of detection radius for certain NPCs only. Players should have a way to disguise their vampirism, such as by using a vampiric power or by wearing a full helm to hide their face.
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Avril Louise
 
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Post » Thu Jun 07, 2012 7:00 pm

I don't think current gen consoles could handle the Volkihar.
You mean reaching through the ice. I wouldn't expect that ability to be in the game, at least not for the player to use anyway.

Also, if the vampire and werewolf system was never great in the first place, why would you think it's better now?
Because everyone expects a games developer to improve on their previous works. Even Bethesda.
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Horse gal smithe
 
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Post » Thu Jun 07, 2012 7:58 pm

I don't think current gen consoles could handle the Volkihar. Also, if the vampire and werewolf system was never great in the first place, why would you think it's better now?

The vampire/werewolf system was fine in Daggerfall, and in Morrowind it only needed a few changes and additions.

And why couldn't the current systems "handle" the Volkihar? All they have is Frost Breath and the ability to reach through ice. It's not some sort of technological hurdle.
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Charity Hughes
 
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Post » Thu Jun 07, 2012 4:41 pm

Vampires should physically change from not feeding. Why is it that at stage 4 everyone knows that I am a vampire? I look exactly the same. The vampire's facial features should morph into a almost demonic looking face. Think vampires from Buffy, like this http://i115.photobucket.com/albums/n301/captmorgan72/angel-vampire-face.jpg Then make them immortal, just like the immortal npcs in the game. You can be beaten down but not killed, unless fire is used on you. Then you will die. Just those two changes would make vampires much more interesting to play as.

Werewolves are actually pretty decent but why only 2 1/2 minutes Bethesda, and why can we only kill and feed on people to extend the form? Werewolves should be able to feed on ANY animal or person to extend the form and heal. Like vampires, werewolves are supernatural, so why make them seem like an ordinary animal? Werewolves should also be immortal and should never die from any weapon that isn't silver.
Hircine demands sacrifice for his hunters. People are a good offering to appease Hircine. If a werewolf wants to prolong his time in hunting, he must kill a human or person to satisfy bloodlust. Been done in Skyrim, Daggerfall and Bloodmoon.

What werewolves need is lunar transformations!
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Pants
 
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Post » Fri Jun 08, 2012 1:33 am

I did an entire playthrough as a vampire. I was not inconvenienced very much at all, just made sure I had enough potions for any daytime combat. Same with the werewolf, at times I even forgot I was one.

Daggerfalls werewolves were fun. There was plenty of warning you needed to hunt and time to do something about it before you underwent an involuntary change. I wouldn't have minded some form of involuntary transformation for Skryim werewolves.

The graphics change in oblivion for vampire characters was bugged. The changes became stuck unless you exited out of the game and reloaded. The one notable vampire in the game didn't have any of the player vampire characteristics. Sunken cheeks and hideous ageing. I don't believe there were any fangs either.
When the cyrodiilic vampire fed they were supposed to pass as a normal person after feeding. That would not have been possible with the way the characters ended up looking after feeding.
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Channing
 
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Post » Thu Jun 07, 2012 5:01 pm

Bethesda seems to have forgotten their own lore on both accounts. Most Vampires have monstrous visages and only the Vampires of Cyrodiil are known to be able to hide it. It's not unlikely that there would be Cyrodiliilic Vampires in Skyrim but the Vamp Face and Vampiric powers is completely lacking. Werewolves have to kill in order to survive, not sustain their transformations. They also unwillingly undergo transformations during the full moon. Werewolves aren't even the most numerous Werebeast in Skyrim, Werebears are.
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Nymph
 
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Post » Thu Jun 07, 2012 9:47 pm

The vampires of Cyrodiil overtook the others. Because they could hide amongst humans, they survived while all the other clans of Cyrodiil were wiped out. The same has happened to the other provinces in the two hundred years since the Oblivion Crisis.
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Big Homie
 
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Post » Thu Jun 07, 2012 7:47 pm

The vampires of Cyrodiil overtook the others. Because they could hide amongst humans, they survived while all the other clans of Cyrodiil were wiped out. The same has happened to the other provinces in the two hundred years since the Oblivion Crisis.

Demonstrably false. The Volkihar clan still exists in Skyrim, and getting infected by a Volkihar has the same effect as getting infected by any of the non-named vampire types.
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Lizzie
 
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Post » Fri Jun 08, 2012 3:18 am

Vampires should physically change from not feeding. Why is it that at stage 4 everyone knows that I am a vampire? I look exactly the same. The vampire's facial features should morph into a almost demonic looking face. Think vampires from Buffy, like this http://i115.photobucket.com/albums/n301/captmorgan72/angel-vampire-face.jpg Then make them immortal, just like the immortal npcs in the game. You can be beaten down but not killed, unless fire is used on you. Then you will die. Just those two changes would make vampires much more interesting to play as. Werewolves are actually pretty decent but why only 2 1/2 minutes Bethesda, and why can we only kill and feed on people to extend the form? Werewolves should be able to feed on ANY animal or person to extend the form and heal. Like vampires, werewolves are supernatural, so why make them seem like an ordinary animal? Werewolves should also be immortal and should never die from any weapon that isn't silver.

I think this is an acceptable case of game-story segregation. However I think it would be awesome if the NPC vampires and werewolves were immortal unless specific weapons like silver, fire, decapitations or sunlight were used. I liked needing to use silver weapons on enemies like ghosts. It made sense to me in terms of the game's lore and added an extra bit of planning and preparation to the gameplay (at least imo).

I do agree about the physical changes aspect though.
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Leticia Hernandez
 
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Post » Fri Jun 08, 2012 6:28 am

Bethesda seems to have forgotten their own lore on... Vampires."

They haven't forgotten it. They made sure to put in books carefully detailing it all over the place. So that those players who make the effort to sit down and actually read all of it can better appreciate how completely they are ignoring their own rules. :biggrin:
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Lexy Dick
 
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Post » Fri Jun 08, 2012 6:49 am

The vampires of Cyrodiil overtook the others. Because they could hide amongst humans, they survived while all the other clans of Cyrodiil were wiped out. The same has happened to the other provinces in the two hundred years since the Oblivion Crisis.
The Volkihar still survive in Skyrim and Vampires have been "Wiped out" before. Cyrodiilic Vampires are better at escaping detection but that doesn't mean that the other Vampire clans were "wiped out" and are extinct. Your explanation(source btw) and Bethesda's decision to go back to Oblivion's boring form of Vampirism is pure laziness in my opinion.

I think this is an acceptable case of game-story segregation. However I think it would be awesome if the NPC vampires and werewolves were immortal unless specific weapons like silver, fire, decapitations or sunlight were used. I liked needing to use silver weapons on enemies like ghosts. It made sense to me in terms of the game's lore and added an extra bit of planning and preparation to the gameplay (at least imo).

I do agree about the physical changes aspect though.
It is not acceptable considering that the story elements would make the gameplay ten times more enjoyable and especially since they didn't have this problem in the past. In the past Vamps and Weres WERE resistant to normal weapons and all the weaknesses in TES lore applied.

They haven't forgotten it. They made sure to put in books carefully detailing it all over the place. So that those players who make the effort to sit down and actually read all of it can better appreciate how completely they are ignoring their own rules. :biggrin:
Clearly.
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Samantha hulme
 
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Post » Thu Jun 07, 2012 3:52 pm

Shouldn't vampires be more powerful after feeding, rather than the other way around? If memory serves, blood is pretty much the life force of vampires, but in skyrim when they don't feed for many days, they get stronger. I fail to see the logic behind this.
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Darrell Fawcett
 
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Post » Fri Jun 08, 2012 12:55 am

Are you sure that you didn't have the Cursed Ring of Hircine equipped? It's force-equipped when you begin the quest "Ill Met by Moonlight."

Nope, haven't started that quest yet or even come across any mention of Hircine yet other than the loading screens.
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Harry-James Payne
 
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Post » Fri Jun 08, 2012 2:14 am

Vampires are too weak , i wish they were as powerful as werewolves .
They're too annoying as well , being forced to drink blood every night and that you can only feed on sleeping humans boggles my mind .
And my character becomes too ugly as well . :yuck:
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Dagan Wilkin
 
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Post » Thu Jun 07, 2012 3:49 pm

Mabye if vampires could fast travel anywhere by transforming into a bat
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Suzie Dalziel
 
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