Suggestions to improve werewolves

Post » Sun Jun 10, 2012 11:39 pm

That's the point. Lycanthropy isn't suppose to be a little kiddy power-up for the infants to go on a nocturnal rage. It's a curse to most, a gift to some. There has to be drawbacks and boons. And a warning at the left side of the screen would have to be implemented. Sort of how vampirism works with the warnings that you get when your vampirism progresses.

Maybe you're just taking role-playing too seriously. It comes to a point that it's just too obstructive to the player. But I agree there do have to be drawbacks, it still has to be balanced (though not like it's doing a great job at that at the moment lol). That's why I said once a month rather than once a day, to simulate the full moon cycle (I know Skyrim doesn't have just one moon and it's cycle may be different, but it's more about how most people perceive the Werewolf in general).


The ability to turn certain NPCs would be nice as well.

Actually this would be nice. For werewolves and vampires. But I wonder how they could work it in without simply having a follower consent to being turned. Would many people like random encounters with NPCs who turn out to be someone you had previously killed (or thought you had)? It could potentially work out good if you had the possibility to either appease them, kill them (or frighten them off) or have them join you as a follower.



Oh and one other thing I forgot to list in my wanted improvements for werewolves.

- for there to be more than one model of werewolf

Really disappointing to see the different characters share the same wolf model

- for the player character's wolf form to retain some individuality

Seeing that we shared the same bog standard model as other 'unique NPCs' and retained no hint of our characters features was also disappointing. Is it really too much asking if my wolf form can share some features like one blind eye or maybe different ears for Elves and Orcs etc or the facepaint/tattoos our character wears? Just little details like that to show continuity between our chosen character and our wolf form.
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Glu Glu
 
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Post » Sun Jun 10, 2012 3:15 pm

Wolf form should make you "essential", unless the attacker is using a silver weapon. That is, you'd have all the benefits of an essential NPC ( can't die but would be rendered incapable of doing anything at 0HP). Doesn't really solve the armor problem, but it does make you mostly unkillable with normal weapons and able to regenerate fatal wounds... you know, like a werewolf?

Of course, spend too long at 0HP and you transform back and die, because you aren't in wolf form any longer...

First person view for werewolves would also make it a lot more usable to those of us not comfortable with 3pov.
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Emmi Coolahan
 
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Post » Sun Jun 10, 2012 9:09 am


Maybe you're just taking role-playing too seriously.
Or maybe I like playing a real roleplaying game not mired in simplicity.
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GLOW...
 
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Post » Sun Jun 10, 2012 5:02 pm

I don't know about you but my game has random werewolves in the wild, I usually find one outside Riverwood along the river towards Bleakfalls barrow, their corpses always seem to have ebony armor on them.

So does mine, but I believe it's the "Wars in Skyrim" mod. Never saw one on my first vanilla playthrough.
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Charity Hughes
 
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Post » Sun Jun 10, 2012 11:55 am

make their claws the strength of deadric shortswords, make them have some kind of natural armor rating, have their strength and endurace increase (strength and endurance is, of course, attributes so we should bring it back aswell) and have some normal werewolves in the wild (normal werewolves do not form a guild or interact with the world as a human at all, they are beast inside and out)

As far the forced transformations go that people have been going on about. I'm not a big fan. I think it would be too much of a pain. The only way I see it working is if it just once a month in game and there's a warning that pops up beforehand during the day in game so you have time to either hide in your home or roam the wilds and stalk prey and not be caught in the middle of town (unless you want to be).

but werewolves are supposed to be forced to transform every time there is a full moon and we should be forced to kill someone (innocent) to stay alive (during the full moon) unless we have the ring of hircine to control our bloodlust

"Hircine's Ring
While Hircine's Ring doesn't truly cure Lycanthropy, it does give those afflicted with the disease more control over their powers. In some incarnations, it has the ability to prevent a monthly Werewolf transformation, and allows the Werewolf to transform into a wolf as often as they'd like. It has also been used to transform people who aren't infected with Lycanthropy into wolves."

werewolves shoud not be able to transform whenever they please, they shoudl only transform once a month without hircine's ring

edit: forgot the most important thing they should do to make werewolves better, first person. third person is horrible
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Robert DeLarosa
 
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Post » Sun Jun 10, 2012 11:16 pm

Realism is one thing, but first and foremost Skyrim is a game - and the most important thing of every game is it has to be fun.
Turning into a wolf once a month, is not fun. Turning at will, choosing when to use your power. That is fun.
We're not playing a werewolf simulator, I'm sure there can be some leeway on how much the game follows the lycanthrope lore.
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Isabell Hoffmann
 
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Post » Sun Jun 10, 2012 2:34 pm

Resistance to silver would be useful. Almost makes me glad they did not include silver arrows.
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Oyuki Manson Lavey
 
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Post » Sun Jun 10, 2012 8:35 pm

The Vampires in Skyrim suffer from being harsh, it's downside of no regeneration in sunlight is far to punishing for the poor benefits.



The Werewolves in Skyrim suffer from a lack of usefulness, the way I see it we could improve them both.



Vampire can keep the harsh sunlight effect, but it needs to get a shot in the arm as far as benefits go. Increase melee damage, the three attributes, running speed, other effects that a powerful being would have.



Wolves have to paths in my opinion



  • Werewolves need to be a tank, a panic button, a way out of a tough fight. Increase stats so it's still effective in the endgame. this could be couple to a minor effect with the next path

  • Werewolves gain a weakness and a bonus. Have some type of minatory feeding, if you feed you get a stat bonus, if you don't no bonus for you and you loss something like regeneration. These bonuses would be for both human and beast forms. Also, maybe a bonus for combat while under the moonlight.



edit... what the... I'm not fixing that...
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koumba
 
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Post » Sun Jun 10, 2012 4:02 pm

Or maybe I like playing a real roleplaying game not mired in simplicity.

But the question is: Is the forced transformations mechanic fun?

In my humble opinion, there is one golden rule of game mechanics: Gameplay > Realism
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Casey
 
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Post » Sun Jun 10, 2012 3:08 pm

But the question is: Is the forced transformations mechanic fun?

In my humble opinion, there is one golden rule of game mechanics: Gameplay > Realism
Why would you want to just be a shapeshifter? Lycanthropy is suposed to be a curse, and in previous games transformations were forced (once a day in Bloodmoon [Morrowind] and twice a month in Daggerfall [I think]). Why can't Skyrim do it?
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Elina
 
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Post » Mon Jun 11, 2012 12:38 am

Why would you want to just be a shapeshifter? Lycanthropy is suposed to be a curse, and in previous games transformations were forced (once a day in Bloodmoon [Morrowind] and twice a month in Daggerfall [I think]). Why can't Skyrim do it?

Needless penalising of the player. Once a month might be workable, but once a day is just going to be a pain. I get it. Some people on these boards 'love' their role-play, but you've got to realise that not everyone views the situation the same as you do. A lot of gamers just want to play as a werewolf without it being too much of a burden. Forced transformations if overdone would be considered shoving the 'curse' aspect down players throats when a lot of them just want to play as a werewolf and enjoy it (many of them too will be doing their own role-playing with the form).

Sure they must be balanced so they aren't broken, overpowered and therefore quite boring to play as after five minutes, but any just won't bother if they have jump through too many needless hoops to use the form. You can still balance the form with magic or silver weapons, being hunted down in towns if you spotted in wolf form and through the story as well (like the missions where you cure others etc).


Or maybe I like playing a real roleplaying game not mired in simplicity.

It's not about simplicity, but finding the right balance. If you keep adding drawbacks to fit your specific perception of a werewolf then it stops being worthwhile for the player to play as one.
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Katie Pollard
 
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Post » Sun Jun 10, 2012 3:41 pm

I find that highly unlikely, I have yet to see any wild werewolves in my game except for Sinding running around.
The things that need to improve for werewolves is their strength, durability, and of course FORCED lunar transformations.
Well it's true, I don't have war in Skyrim either, there are generic werewolves in Skyrim, they're Werewolf beastmaster, Brute, savage and skinwalker, UESP can confirm this. http://www.uesp.net/wiki/Skyrim:Werewolveshttp://s758.photobucket.com/albums/xx222/jason712911/?action=view¤t=2012-02-19_00005.jpghttp://s758.photobucket.com/albums/xx222/jason712911/?action=view¤t=2012-02-19_00008.jpghttp://s758.photobucket.com/albums/xx222/jason712911/?action=view¤t=2012-02-19_00002.jpg
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james reed
 
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Post » Sun Jun 10, 2012 6:27 pm

WIth the potential upgrades that Vampires may get in upcoming DLC, Werewolves really need something else going on for them.

They should be able to stay transformed longer, be able to feed on other creatures, be stronger (at higher levels, my beast form seemed very underpowered compared to the stronger creatures).
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Unstoppable Judge
 
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Post » Sun Jun 10, 2012 10:50 am

- Werewolf perk tree
- crazed werewolves in the wild
- forced transformations
- stronger beast form.

Those would be my top four in no particular order.
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Abel Vazquez
 
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Post » Mon Jun 11, 2012 12:35 am


Needless penalising of the player. Once a month might be workable, but once a day is just going to be a pain. I get it. Some people on these boards 'love' their role-play, but you've got to realise that not everyone views the situation the same as you do. A lot of gamers just want to play as a werewolf without it being too much of a burden. Forced transformations if overdone would be considered shoving the 'curse' aspect down players throats when a lot of them just want to play as a werewolf and enjoy it (many of them too will be doing their own role-playing with the form).
Once every full moon/month would be good. But the problem is that (apart from being surprisingly weak) werewolves don't have many disadvantages, and turning in full sight of everyone is something you need to do yourself. I didn't like how Sinding seemed to be a regular old cursed werewolf but everyone else just had an extra power.
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elliot mudd
 
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Post » Sun Jun 10, 2012 5:52 pm

i down with most suggestions other than the perk tree idea. Vampire's have no perk tree why should werewolves?
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Avril Louise
 
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Post » Sun Jun 10, 2012 9:31 pm

Why would you want to just be a shapeshifter? Lycanthropy is suposed to be a curse, and in previous games transformations were forced (once a day in Bloodmoon [Morrowind] and twice a month in Daggerfall [I think]). Why can't Skyrim do it?
Once a day transformation was in Bloodmoon because of the prophecy ritual.
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Greg Cavaliere
 
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Post » Sun Jun 10, 2012 2:04 pm

Stick to your lore.
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Kayla Oatney
 
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Post » Sun Jun 10, 2012 12:32 pm

Werewolves are totally pointless in this game. They're weaker then what my Character is with a sword and shield.

I think their strength lies in moving very fast. I once killed of two mammoths and a giant without getting hit once. They're also very useful when you get swarmed as they have virtually endless Fus-Ro-Dahs (they throw people back with their special attacks). Also, their ability to feed is very well coupled with Namira's ring.
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Killer McCracken
 
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Post » Sun Jun 10, 2012 1:24 pm

- Feeding on creatures needs to happen. Seriously, they are most of the things I kill. My nightly hunt is pretty short as a result.

- I also agree with forced transformations. I've hung onto the cursed ring just for the effect. A little warning would be nice though, something like: "Your beast blood stirs; soon it will be time to hunt."

- There should also be the option to auto-feed (maybe under the settings?)

- Also, access to the settings and other menus!
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Nathan Risch
 
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Post » Sun Jun 10, 2012 7:06 pm

Stick to your lore.

best. idea. ever.
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GLOW...
 
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Post » Sun Jun 10, 2012 4:27 pm

FIRST PERSON FIRST PERSON FIRST PERSON
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Shiarra Curtis
 
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Post » Sun Jun 10, 2012 7:03 pm

Well it's true, I don't have war in Skyrim either, there are generic werewolves in Skyrim, they're Werewolf beastmaster, Brute, savage and skinwalker, UESP can confirm this. http://www.uesp.net/wiki/Skyrim:Werewolves

http://s758.photobucket.com/albums/xx222/jason712911/?action=view¤t=2012-02-19_00005.jpg
http://s758.photobucket.com/albums/xx222/jason712911/?action=view¤t=2012-02-19_00008.jpg
http://s758.photobucket.com/albums/xx222/jason712911/?action=view¤t=2012-02-19_00002.jpg
I have not seen any wild werewolves only the ones in the Silver Hand cages. What level were you when you started running into them and where were you?
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Sebrina Johnstone
 
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Post » Sun Jun 10, 2012 3:38 pm

I find that highly unlikely, I have yet to see any wild werewolves in my game except for Sinding running around.
The things that need to improve for werewolves is their strength, durability, and of course FORCED lunar transformations.

It's a mod,Wars in skyrim, i'm sure it is because i get what he gets.
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Matt Gammond
 
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Post » Sun Jun 10, 2012 9:21 am

Maybe have it so that if your argonian, you turn into a giant lizard. And if your a khajiit, you into a bid cat. For aesthetic reasons.
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Quick Draw
 
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