Vampire Lord and Werebear.

Post » Mon Jun 11, 2012 2:42 am

The vampire lord looks pretty cool, it'd be nice if we could play as one.
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Cartoon
 
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Post » Sun Jun 10, 2012 11:05 pm

I'm all for the addition of werebears, and I agree that lycanthropy needs to have some sort of downside to it - preferably a rather strong one.

And while I agree vampirism needs some tinkering, I can't abide the modern vampire-fads. The teenage girls always want their emo-vampires, and the teenage boys always want their vampire that transform, for some reason. Why the transforming? Why does a vampire need to have its forehead go all weird to feed? Why is there a "vampire form" at all? The ENTIRE PREMISE of vampirism has been that vampires blend into human society with only minor cosmetic differences - pale skin, somewhat vivid red tint to the lips, etc. A "vampire mode" is just fanbait for adolescents, and is largely a detail derived from fads of the past ten years.

Yes, vampires traditionally have transformed through the history of the literature, but they transformed into wolves, bats, occasionally rats and sometimes a mist. The "vampire mode" derives entirely from a desire to abandon horror for an action aesthetic. Think of all the vampire movies over the past ten years, and think about how few of them have been horror movies as opposed to action movies for the boys and romances for the girls - pretty few, right?

Stick with human-looking vampires, and develop a good horror feel with them - or drop them. There are a lot of other monsters available if you want an epic action feel - dragons, giants, various animals, and so forth. Taking a horror monster and turning it into an action monster is unnecessary.
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Kelly Osbourne Kelly
 
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Post » Sun Jun 10, 2012 7:35 pm

I'm all for the addition of werebears, and I agree that lycanthropy needs to have some sort of downside to it - preferably a rather strong one.

And while I agree vampirism needs some tinkering, I can't abide the modern vampire-fads. The teenage girls always want their emo-vampires, and the teenage boys always want their vampire that transform, for some reason. Why the transforming? Why does a vampire need to have its forehead go all weird to feed? Why is there a "vampire form" at all? The ENTIRE PREMISE of vampirism has been that vampires blend into human society with only minor cosmetic differences - pale skin, somewhat vivid red tint to the lips, etc. A "vampire mode" is just fanbait for adolescents, and is largely a detail derived from fads of the past ten years.

Yes, vampires traditionally have transformed through the history of the literature, but they transformed into wolves, bats, occasionally rats and sometimes a mist. The "vampire mode" derives entirely from a desire to abandon horror for an action aesthetic. Think of all the vampire movies over the past ten years, and think about how few of them have been horror movies as opposed to action movies for the boys and romances for the girls - pretty few, right?

Stick with human-looking vampires, and develop a good horror feel with them - or drop them. There are a lot of other monsters available if you want an epic action feel - dragons, giants, various animals, and so forth. Taking a horror monster and turning it into an action monster is unnecessary.

we certainly don't want emo vampires lol but human looking vampires are the modern way unless you haven't seen twilight (crap and emo) vampire diaries (meh) and true blood. So having a vampire that transforms would be excellent and something new in the tes universe ( i think) plus vampires throughout the years have a demonic form, Dracula from BS' Dracula, Van helsing, Crispin Grimes from House of Frankenstein, Markus from underworld, Jerry from both fright nights and Regina in the sequel. Vampires depending on your view are not just undead but can be of demonic origins, which is what the TES vampires are apparently. Vampire Lord transformation would fit the Volkihar nicely as they are supposed to be reclusive and a form like that would explain why.

Only "The Order" are supposed to blend in, no other vampire has been said to do so, currently the volkihar are just watered down recycled versions of oblivion vampires.
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Ludivine Poussineau
 
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Post » Mon Jun 11, 2012 6:10 am

Personally I do not like the vampire lord, it seems so strange comparred to how vampires are in lore. As for the werebear I won't complain if added.

The thing we saw in the video ([censored] chicken baby on puppet strings) was rather off-putting, though I think if done right an evolved vampire who is more powerful than others could be implemented in a very interesting manner.
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Jade Muggeridge
 
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Post » Mon Jun 11, 2012 5:52 am

The thing we saw in the video ([censored] chicken baby on puppet strings) was rather off-putting, though I think if done right an evolved vampire who is more powerful than others could be implemented in a very interesting manner.

Indeed though the wings don't suit it at the moment, since there is no levitation in skyrim and if they aren't going to implement any flying mechanics for the player they could just simply add the vampire lord without wings.
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Undisclosed Desires
 
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Post » Sun Jun 10, 2012 4:12 pm

I will find out about that 0 armor rating on the werewolf.
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Alyna
 
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Post » Mon Jun 11, 2012 6:51 am

No werebears until I get my werestarfish.

And no vampire lords unless they sparkle.
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Rachel Cafferty
 
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Post » Sun Jun 10, 2012 10:10 pm

I will find out about that 0 armor rating on the werewolf.
Alright thank you. And a quick question could it be possible to add in a radiant story type quest where a vampire or werewolf shows up in a city/town and then someone ends up dead and you can find this out by either a courier or from simple gossip and so you have the option to go to that town and investigate and try to find the werewolf/vampire and either kill them or save them. If you save them they could become a follower or give you some kind of a reward, or you can kill them and the city/town would give you a reward. Or if you decide not to do anything either the werewolf/vampire leaves or the town figures it out and kills the person.
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xx_Jess_xx
 
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Post » Sun Jun 10, 2012 10:50 pm

Honestly the Vampire Lord looked kind of dumb to me, a bit over exaggerated.
Would be cool if you could join the Volkihar Clan if you had it long enough. Vampires coming out of Icy waters and freezing me with their breath would be freaky as hell.

Wearbears i'm fine with, they're apart of the lore so I can't argue it.
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kirsty williams
 
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Post » Mon Jun 11, 2012 3:39 am

Honestly the Vampire Lord looked kind of dumb to me, a bit over exaggerated.
Would be cool if you could join the Volkihar Clan if you had it long enough. Vampires coming out of Icy waters and freezing me with their breath would be freaky as hell.

Wearbears i'm fine with, they're apart of the lore so I can't argue it.

Its appearance would suit the Volkihar clan though since they are not supposed to blend in, i suppose it could be tweaked but i find the appearance quite vampiric, its like a demonic bat although the wings don't suit it.

A Vampire version of the Frost/freezing breath should have been added since all one has to do is recycle the current one which is a dragon shout and tweak it and add vampiric drain to it.

You don't need to join the Volkihar clan since that is the type of vampire you become once infected but i agree that one should be able to join a faction of vampires.
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Emerald Dreams
 
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Post » Sun Jun 10, 2012 10:45 pm

You and me both. :smile:

As Todd mentioned in his DICE talk, it's possible some of the content you saw will become available in some fashion. We're definitely working on some cool stuff and we can't wait to share it.

Oh Gstaff you tease you. :ahhh:
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Justin
 
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Post » Mon Jun 11, 2012 4:18 am

Oh Gstaff you tease you. :ahhh:

Well it would satisfy many people if they did at least implement Vampire Lord and Werebear into the game via DLC.
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Jeff Turner
 
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Post » Sun Jun 10, 2012 9:04 pm

Its appearance would suit the Volkihar clan though since they are not supposed to blend in, i suppose it could be tweaked but i find the appearance quite vampiric, its like a demonic bat although the wings don't suit it.

A Vampire version of the Frost/freezing breath should have been added since all one has to do is recycle the current one which is a dragon shout and tweak it and add vampiric drain to it.

You don't need to join the Volkihar clan since that is the type of vampire you become once infected but i agree that one should be able to join a faction of vampires.

Actually, i believe there are two seperate Vampirism strains in Skyrim. The "Sanguinare" is what the player can become, and they're more of the "Order" type. Then of course there's the Volkihar.
I posted an idea for a mod awhile back that listed the bonuses and negatives of having the "Volkihar Vampiris" strain, and the powers fit with the lore.

Baseline, the "Volkihar Vampiris" strain would have 100% Disease and Poison Resist, 50% increased damage/duration for Frost Breath/Ice Form shouts (Similar to "The Fire Within" from Paarthurnax) , 25% increased damage with Frost spells (Similar to the "Augmented Frost" perk), Water Breathing, and have Frost Resist. However, the "Volkihar Vampiris" strain is Weak to Fire, would actually cause you to take damage and burn in the sun at any Lvl of Vampirism (Which can be cut to 1/4 damage when wearing full robes with hood), and NPCs would almost always have a negative reaction to the PC. Guards will attack you on sight, while alot of "civilian" NPCs recieve a lowered disposition with you, and some are terrified of you (These can be overcome with Calm spells). However, you recieve a bonus to "Intimidation" checks during dialogue (Similar to the "Intimidation" perk in Speech). "Volkihar Vampiris" PCs are able to feed in combat through Vampire specific finishers, and become more powerful the more they feed. Every 3 NPCs killed with the "Feed Finisher" increase your Vampirism Level by 1, up to Lvl 4. You lose 1 Lvl of Vampirism for every 12 Hours you go without feeding.

At Lvl 1 Vampirism, you have 25% Resist Frost, 50% Weakness to Fire, the "Vampiric Drain" spell (Revamped for better mana-damage efficiency for both strains), a "Vampire Sight" Lesser Power, and the "Icy Touch" Greater Power that deals 25 Frost Damage while Paralyzing for 3 seconds.
At Lvl 2 Vampirism, you have 50% Resist Frost, 75% Weakness to Fire, an improved "Vampiric Drain" spell, +25% Health and Stamina Regeneration, and the "Fear Aura" Greater Power that functions like a "Cloak" spell for 120 seconds that causes all enemies 5+ levels below you to cower or run in terror from you for 30 seconds.
At Lvl 3 Vampirism, you have 75% Resist Frost, 100% Weakness to Fire, a further improved "Vampiric Drain" spell, -25% Damage Taken from Iron/Steel Weapons, and the "Icewalker" Power with a 5 minute cooldown, which allows you to create a solid Wall of Ice in front of you which enemies/arrows/spells cannot pass through, but you can. It lasts for 30 seconds.
At Lvl 4 Vampirism, you have 100% Resist Frost, 125% Weakness to Fire, a powerful "Vampiric Drain" spell, +35% Weapon Damage and the "Frost Spit" Power with a 3 minute cooldown, that "vomits" forth a freezing liquid that deals 10 Frost Damage per second for 5 seconds (Similar to the "Vomit" ability of the Afflicted), and sticks to the ground for 10 seconds, acting similar to a "Wall of Frost", dealing 10 Frost Damage per second that the enemy remains in it.
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Suzie Dalziel
 
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Post » Mon Jun 11, 2012 3:02 am

that vampire lord looked really broken...
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Brandon Bernardi
 
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Post » Sun Jun 10, 2012 7:01 pm

Actually, i believe there are two seperate Vampirism strains in Skyrim. The "Sanguinare" is what the player can become, and they're more of the "Order" type. Then of course there's the Volkihar.
I posted an idea for a mod awhile back that listed the bonuses and negatives of having the "Volkihar Vampiris" strain, and the powers fit with the lore.

Baseline, the "Volkihar Vampiris" strain would have 100% Disease and Poison Resist, 50% increased damage/duration for Frost Breath/Ice Form shouts (Similar to "The Fire Within" from Paarthurnax) , 25% increased damage with Frost spells (Similar to the "Augmented Frost" perk), Water Breathing, and have Frost Resist. However, the "Volkihar Vampiris" strain is Weak to Fire, would actually cause you to take damage and burn in the sun at any Lvl of Vampirism (Which can be cut to 1/4 damage when wearing full robes with hood), and NPCs would almost always have a negative reaction to the PC. Guards will attack you on sight, while alot of "civilian" NPCs recieve a lowered disposition with you, and some are terrified of you (These can be overcome with Calm spells). However, you recieve a bonus to "Intimidation" checks during dialogue (Similar to the "Intimidation" perk in Speech). "Volkihar Vampiris" PCs are able to feed in combat through Vampire specific finishers, and become more powerful the more they feed. Every 3 NPCs killed with the "Feed Finisher" increase your Vampirism Level by 1, up to Lvl 4. You lose 1 Lvl of Vampirism for every 12 Hours you go without feeding.

At Lvl 1 Vampirism, you have 25% Resist Frost, 50% Weakness to Fire, the "Vampiric Drain" spell (Revamped for better mana-damage efficiency for both strains), a "Vampire Sight" Lesser Power, and the "Icy Touch" Greater Power that deals 25 Frost Damage while Paralyzing for 3 seconds.
At Lvl 2 Vampirism, you have 50% Resist Frost, 75% Weakness to Fire, an improved "Vampiric Drain" spell, +25% Health and Stamina Regeneration, and the "Fear Aura" Greater Power that functions like a "Cloak" spell for 120 seconds that causes all enemies 5+ levels below you to cower or run in terror from you for 30 seconds.
At Lvl 3 Vampirism, you have 75% Resist Frost, 100% Weakness to Fire, a further improved "Vampiric Drain" spell, -25% Damage Taken from Iron/Steel Weapons, and the "Icewalker" Power with a 5 minute cooldown, which allows you to create a solid Wall of Ice in front of you which enemies/arrows/spells cannot pass through, but you can. It lasts for 30 seconds.
At Lvl 4 Vampirism, you have 100% Resist Frost, 125% Weakness to Fire, a powerful "Vampiric Drain" spell, +35% Weapon Damage and the "Frost Spit" Power with a 3 minute cooldown, that "vomits" forth a freezing liquid that deals 10 Frost Damage per second for 5 seconds (Similar to the "Vomit" ability of the Afflicted), and sticks to the ground for 10 seconds, acting similar to a "Wall of Frost", dealing 10 Frost Damage per second that the enemy remains in it.

The vampire you become is a volkihar though since A) Volkihars you encounter are the same in appearance and powers and :cool: you getting infected by a Volkihar will yield the same results as being attacked by a Fledgling Vampire.

They are supposed to have a freezing breath and ice phasing but for someone reason, Bethesda decided to recycle the Vampire game mechanics from Oblivion, they just tweaked the appearances, removed all bonuses while adding two near useless ones and changed the weaknesses.
So what we got is a watered down version of Oblivion vampires but the vampires are indeed the Volkihar, its just bad recycled mechanics which is why many of us hope its get altered and boosted with a DLC, The Vampire Lord looks like an awesome power.

The mod idea is so good though but i don't recommend having ALL guards attack you, maybe just the eastern side since they are more racist. Bonuses to one/two-handed would be a good idea as well since vampires have superhuman strength.
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Chloe Yarnall
 
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Post » Sun Jun 10, 2012 10:45 pm

The mod idea is so good though but i don't recommend having ALL guards attack you, maybe just the eastern side since they are more racist. Bonuses to one/two-handed would be a good idea as well since vampires have superhuman strength.
Racism wouldn't have anything to do with it. Volkihar can't hide their vampiric appearance like the "Order" or "Sanguinare" can. The "Order" and "Sanguinare" are more akin to Morrowind's Berne Clan (Stealthy), while the Volkihar are more akin to Morrowind's Quarra Clan (Brutish). Where a Berne would sneak into a town and abduct a victim to feed on, a Quarra would waltz right into town and proceed to slaughter everyone and have an orgiastic feeding frenzy. Which is the reason why the Quarra Clan was the most feared clan in Morrowind, even the other Vampire Clans tended to steer clear of them. If a guard see's an obvious Vampire, they're going to attack it. The +One Handed/Two Handed damage is already in the suggested Lvl 4 Vampirism. +35% Weapon Damage.
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DarkGypsy
 
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Post » Sun Jun 10, 2012 11:40 pm

Racism wouldn't have anything to do with it. Volkihar can't hide their vampiric appearance like the "Order" or "Sanguinare" can. The "Order" and "Sanguinare" are more akin to Morrowind's Berne Clan (Stealthy), while the Volkihar are more akin to Morrowind's Quarra Clan (Brutish). Where a Berne would sneak into a town and abduct a victim to feed on, a Quarra would waltz right into town and proceed to slaughter everyone and have an orgiastic feeding frenzy. Which is the reason why the Quarra Clan was the most feared clan in Morrowind, even the other Vampire Clans tended to steer clear of them. If a guard see's an obvious Vampire, they're going to attack it. The +One Handed/Two Handed damage is already in the suggested Lvl 4 Vampirism. +35% Weapon Damage.

What i meant by racism is that the eastern side of skyrim is less tolerant than the west and thus would be more likely to attack a vampire.
the people of the west are aligned with imperials who are from cyrodiil which is a place that is more or less tolerates some vampires, well at least the order. So what i am basically saying is that they should make the west side more tolerant to stage four vampires ( a same reaction as civilians in oblivion) while keeping the attack on sight method for the east.
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Nienna garcia
 
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Post » Mon Jun 11, 2012 5:53 am

There are just a few things I'd want out of that Game Jam conference, everything else, in my opinion, could get tossed as its totally unnecessary.

-Spears. They haven't been seen since Morrowind, and are a weapon that would be awesome (and practical) to have. Besides, where'd they all go in the first place? Did everyone just stop using spears?

-Werebear/Lycanthrope Skill Tree. Werebears are cool, especially in the video when it just barrels through a group of guards. But the Skill Tree would actually give me a reason to use my Beast Form. My character is already hardcoe as it is, Beast Form is a once a day power that lasts only as long as the pointless killing spree you use it for. Outside of that, Werewolves and all that are just a shallow addition to the game. Why don't we see them in the wilds either? Make them actual enemies.

-Flow-based Water, better fabric animations (and animations of other things in general), and Seasonal Foliage would be great additions as they would simply add more realism. Realism=immersion, and this has been a problem for me in Skyrim for a while now.

-Build your own home. I've wanted to build my own Mead Hall since I started playing. Owning a sweet Dwemer house in Markarth is nice and all, but its just not personal enough. I want to build an awesome Mead Hall in Hafingaar(?) or the Eastmarch.

-Kinect enabled shouts... Do I really need to tell you why this MUST happen. We all want to use The Voice, and this is as close as we'll ever get :P

-Kill cams for ranged and magic combat. Why wasn't this put in in the first place? (I know why, time and resources etc etc).

That's about it for me, and if Beth could add some cool new quest-lines, a faction, or something else to make Skyrim feel a bit more deeper, awesome. As far as Dragon Mounts go... what? You're Dovhakiin, you kill them and eat their souls. Unless it was a certain one that you could befriend (about as likely as Mehrunes Dagon giving Azura a bouquet of flowers), it ain't happening. Giant mudcrabs and new animations for them... who gives a [censored]? Maybe the Giant one as a cool boss fight (in the video it looked pretty cool I'll admit), but... why? They're the easiest most pathetic enemy in the entire game, why better them?

Vampire feeding animations, meh, why not? Vampire Lord; we've seen Ancient Vampires, and they're not winged demons. Unless Molag Bal or one of the bad Princes gave you this power, it would make no sense.

Go through the list on the site, and see just how much could actually do some good for the game, and how much would be just pointless. I hate to be Johnny Downpour, and I realize Todd Howard said that not all of these ideas would get in and that they were more for simple examples of what Beth can do with future DLC, but some of the things on the list are just plain dumb. (Way-gate fast Travel: Fable rip-off, and we already have fast-travel, so take out the already usable fast-travel system, or don't add it all cause its a waste of time.)
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Taylah Haines
 
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Post » Sun Jun 10, 2012 5:56 pm

" Vampire Lord; we've seen Ancient Vampires, and they're not winged demons. Unless Molag Bal or one of the bad Princes gave you this power, it would make no sense. "

They do have a daedric origin though and its not inconceivable that out of the many vampire tribes out there that one can shape-shift, hell shape-shift is a classic vampire power.
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Rachell Katherine
 
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Post » Mon Jun 11, 2012 1:10 am

Racism wouldn't have anything to do with it. Volkihar can't hide their vampiric appearance like the "Order" or "Sanguinare" can. The "Order" and "Sanguinare" are more akin to Morrowind's Berne Clan (Stealthy), while the Volkihar are more akin to Morrowind's Quarra Clan (Brutish). Where a Berne would sneak into a town and abduct a victim to feed on, a Quarra would waltz right into town and proceed to slaughter everyone and have an orgiastic feeding frenzy. Which is the reason why the Quarra Clan was the most feared clan in Morrowind, even the other Vampire Clans tended to steer clear of them. If a guard see's an obvious Vampire, they're going to attack it. The +One Handed/Two Handed damage is already in the suggested Lvl 4 Vampirism. +35% Weapon Damage.

Exactly. Just add the Order and Volkihar. The mechanics for the Volkihar should be different. Feeding to get stronger and also have to wear masks or helmets to hide their apperance.
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Danger Mouse
 
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Post » Sun Jun 10, 2012 10:37 pm

The vampire you become is a volkihar though since A) Volkihars you encounter are the same in appearance and powers and :cool: you getting infected by a Volkihar will yield the same results as being attacked by a Fledgling Vampire.

just because someone says they are volkiher does not make it so, i could say im a martian but that does not mean i am from mars. the "volkhier" in skyrim are just The Order posers who think they can play the part.
What i meant by racism is that the eastern side of skyrim is less tolerant than the west and thus would be more likely to attack a vampire.
the people of the west are aligned with imperials who are from cyrodiil which is a place that is more or less tolerates some vampires, well at least the order. So what i am basically saying is that they should make the west side more tolerant to stage four vampires ( a same reaction as civilians in oblivion) while keeping the attack on sight method for the east.

noone is tolerent of vampires, everyone hates them and The Order is unknown outside of The Order (and a few people that would be labeled conspiracy theorists today)
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Quick draw II
 
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Post » Sun Jun 10, 2012 7:43 pm

just because someone says they are volkiher does not make it so, i could say im a martian but that does not mean i am from mars. the "volkhier" in skyrim are just The Order posers who think they can play the part.


noone is tolerent of vampires, everyone hates them and The Order is unknown outside of The Order (and a few people that would be labeled conspiracy theorists today)

The Vampires you encounter at high levels are called the volkihar, its how they identified when fighting them since its by their health bar. There are Volkihar Vampires and Volkihar Master Vampires who look the same and have same powers as fledgling vampires, even getting infected by either one yields the seem results with no differences, besides their appearance is different compared to the order. The whole cyrodiil vampires in skyrim is people desperately trying to justify the same game mechanics when the simple answer is that bethesda just simply recycled the crappy system which is a little lazy of them methinks since they could have created a better vampire from scratch that resort to copying.
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Spencey!
 
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Post » Sun Jun 10, 2012 8:02 pm

The Vampires you encounter at high levels are called the volkihar, its how they identified when fighting them since its by their health bar. There are Volkihar Vampires and Volkihar Master Vampires who look the same and have same powers as fledgling vampires, even getting infected by either one yields the seem results with no differences, besides their appearance is different compared to the order. The whole cyrodiil vampires in skyrim is people desperately trying to justify the same game mechanics when the simple answer is that bethesda just simply recycled the crappy system which is a little lazy of them methinks since they could have created a better vampire from scratch that resort to copying.
Still. Why even add apperance to the mix? Werewolves look different, but they are still werewolves. You think Bethesda is still going to make things look the same? They have red eyes, they have pale skin and fangs. It's a vampire. Enough said. And the Order vampires are the only vampires that can blend in, so I refuse to believe they are all the Volkihar. It's just a lame attempt to introduce those ice junkies into the came. Movarth Piquine's presence supports the Cyrodiilic vampires in Skyrim.
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Trey Johnson
 
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Post » Sun Jun 10, 2012 5:31 pm

Still. Why even add apperance to the mix? Werewolves look different, but they are still werewolves. You think Bethesda is still going to make things look the same? They have red eyes, they have pale skin and fangs. It's a vampire. Enough said. And the Order vampires are the only vampires that can blend in, so I refuse to believe they are all the Volkihar. It's just a lame attempt to introduce those ice junkies into the came. Movarth Piquine's presence supports the Cyrodiilic vampires in Skyrim.

its called a plot hole and laziness, Volkihars are Volkihars and you can get infected by all the different names vampires in the game, it will just yiled the same result. Appearance does matter, the order did not have yellowish red eyes with black eye balls, the volkihar do and of course werewolves would look different, they were created by witches not hircine. Volkihars are ice-based vampires and its proven in game with their frost-resistance which the order does not have.

Again i say people are desperately trying believe that they are cyrodiil vampires because of the same game mechanic and perhaps a plot hole. To me its simply a cheap trick on bethesda's part since they resorted to copying and an error in story since movarth is a volkihar despite being attacked by an order vampire.
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Lil'.KiiDD
 
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Post » Sun Jun 10, 2012 10:14 pm

I'd love to see the werebear and vampire lord come to the light of Skyrim's average day.

Although I've got a problem with the vampire lord, with it's wings. As well it wouldn't fit every race nor females.
They'd have to chop off those wings, make it either levitate or just run/walk and give it many versions for the different races/females.
As well as give it a good enough questline to make it feel like it's a hard to get reward, maybe with involvement from the volkihar tribe.

If that was done then it'd be worth the try. I might even make a character just to suit it.
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Anthony Diaz
 
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