Werewolf Patch. pt 2

Post » Sun Jun 03, 2012 1:38 am

This thread is to continue on from the ideas left over from the previous thread as that had reached it's post limit.
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Claire Mclaughlin
 
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Post » Sat Jun 02, 2012 8:35 pm

So far. Moving on from the previous thread:
http://www.gamesas.com/index.php?/topic/1312126-possible-werewolf-patch-for-the-near-future/

It seems this patch idea is going way of a Werewolf perk tree, which I think would be a good idea.

But if I may add my own twist to it a combination of both ideas that were left over, some scaling with the wolf AND the perk tree idea.

So if we take "Jimmy The Mage" who right now is level 16, and he' just gotten to the point where he has drank Aela's blood in the ritual and become a Werewolf, now then.

With the slight and adjusting scaling to my original idea, I thought if both ideas were put together to weaken the scaling idea, so instead of gaining 3 damage and 2 resistance every level, they'd get that every 5 levels

So starting with the base damage and resistance of 20 for the Werewolf form.

at level 15 Jimmy The Maging Werewolf would have another 15 damage ontop of the base and 6 more resistance.

Thus. Giving Jimmy the Maging Werewolf an damage of 35 and a Resistance of 26. But this is without assistance from the perk tree. So you could FURTHER increase the Werewolfs power with the use of the perk tree. That had been suggested multiple times in the previous thread.

Questions? Opinions? Alterations? Comments?
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Amber Ably
 
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Post » Sun Jun 03, 2012 12:30 am

Well...If it goes the way of the PERK TREE I think that would be very Helpful and useful towards the Werewolfs development....considering u would be in control of how u want to raise yer Werewolf stats....well....good luck hun....hope is passes!
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Lavender Brown
 
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Post » Sun Jun 03, 2012 7:34 am

- From Previous Thread.
KingKilloth

well with any skill tree its only as good as the points you put into it. if jimmy the mage wants to keep his werewolf standard thats on him he chooses to spend his points into something els. you coud make the same argument if jimmy the mage found a two handed sword and svcked at using that you still have to put the points in to get good at it. Im not saying make it a big tree just a small one with three branches one for each general class it would get better the more effort you put into it. and for the base should be the amount of time you get to stay in werewolf form


Well, I suppose that would make sense and it is naturally fair.
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Damned_Queen
 
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Post » Sun Jun 03, 2012 7:42 am

-From Previous Thread.
Garin Sharpfang

J. Voor
Exp each kill make it a lil realistic by addint the animalistc side to it. For example a wolf has a hard time catching a rabbit and when it gets it finely it learns how it can do it better the next time. So that kind of thing for the exp.
As for leveling up the different skills you can obtain as you level up in werewolf form; should depend on how you use the werewolf. The instinct to smell prey or predetors should level up the more you use it and the area increases of the smell so you can smell and see the targets on the map at further distances. Other stuff like sneak in werewolf can have its side tree as you may say that levels up to unlock skills like pounce, stealth, lure, and other assassin sneaky werewolf stuff. Same with the other 2 play styles.

Please for the love of god give us a vamp quest line were you hunt vamps or join certain clans to fight other vamps or vamp hunters and the same could be done for werewolves. Like introducing new companions that have quests in some different place. Or better yet instead of companions cod make it like the vamps: pick a tribe/clan of werewolfs and fight other clan/tribes or kill werewolf hunters or fight vamps and viceversa.


I do like the idea of stealthy werewolf makes, stealkthy werewolf skill increase. But I had an idea recently for a more simplified version.
While yes with the tree it could branch out into different variations like stealth, attacking and such. But if maybe using sneak as a Werewolf and Killing as a Werewolf would just increase the skill of just "Werewolf" instead of "Sneak" or "One-Handed" and you could level up the Werewolf like that, I personally believe that would be a better solution. Though I am not saying your idea is bad.
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Ymani Hood
 
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Post » Sun Jun 03, 2012 12:29 am

Yes the main thing is to control how you want to grow your werewolf. May it be the agressive types, sneaky, or magic users. Its should reflect your play style. Vamps can already do this but vamps need an expansion too because they have quest line and no story. As said in the previous topic vamps and werewolfs need a DLC to expand their storys. Since its skyrim they could add their own twists.

My idea for those twists are that werewolfs could be unleashed to maxium potential but at the same time not too overpowered. They could implement fun things for em like higher jumping quick moment like dash or dodge or something. Could add a new fun factor to the game after you beat the main story line.
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Sarah Edmunds
 
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Post » Sat Jun 02, 2012 5:18 pm

Yes thats what im saying J. Voor it just increases your werewolf exp
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Scotties Hottie
 
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Post » Sat Jun 02, 2012 8:45 pm

Yes the main thing is to control how you want to grow your werewolf. May it be the agressive types, sneaky, or magic users. Its should reflect your play style. Vamps can already do this but vamps need an expansion too because they have quest line and no story. As said in the previous topic vamps and werewolfs need a DLC to expand their storys. Since its skyrim they could add their own twists.

My idea for those twists are that werewolfs could be unleashed to maxium potential but at the same time not too overpowered. They could implement fun things for em like higher jumping quick moment like dash or dodge or something. Could add a new fun factor to the game after you beat the main story line.

It could you're right about that. I believe as you've pointed out, that Werewolves and Vampires need their own specific story/quests. We sort of vaguely get it with the Companion's quests and the other quest to kill Morvaic (or something) the Vampire.
So having more heavily related quests such as primary Werewolf and Vampire quests would be great.
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Patrick Gordon
 
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Post » Sun Jun 03, 2012 2:02 am

My idea for those twists are that werewolfs could be unleashed to maxium potential but at the same time not too overpowered. They could implement fun things for em like higher jumping quick moment like dash or dodge or something. Could add a new fun factor to the game after you beat the main story line.

I had just another idea. What if these quests were set out similar to that of the Civil War quests. So it'd be like "Secret War" quests, where you as the character don't join so much as your choice, but rather what you currently are. This could perhaps unlock an alternative to turning into either if your well "human" or etc. If you join the Werewolves maybe they'll make you a Werewolf straight away or make you prove yourself by doing a few "Werewolf" quests, then make you a Werewolf. Same thing for the Vampires, perhaps..... with these quests comes new skills for Vampire or Werewolf, such as with the Dark Brotherhood you get the ability to summon the Spectral Assassin.
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Claire Lynham
 
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Post » Sat Jun 02, 2012 11:54 pm

Yes thats what im trying to say
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Bryanna Vacchiano
 
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Post » Sun Jun 03, 2012 2:34 am

I sadly can't think of anything else to add to the possible patch for the Werewolves. We've gone through multiple ideas;
Improved Damage and resistance by level scaling.
The Werewolf skill tree.
Fps options
Forced Lunar Transformations.
Improved Jumping.
Werewolf quests.

We MUST keep this thread alive, if we are to have any hope for ANY of this to actually come true. This thread needs people to support the idea, it needs people to either agree or give their own ideas. But in the end we need a definate decision.

For Now it seems the "patch" is going to be a Werewolf tree. But we'll need some ideas of what would actually go into the tree possible "named" skills. What they increase and by how much and how many times can it be increased. We need this sort of information.

The way I see it, if we can do this, then Bethesda may be willing to do it if we put in some effort rather than say "what" needs changing and how.

We need definate help with this.
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Madison Poo
 
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Post » Sun Jun 03, 2012 2:29 am


For Now it seems the "patch" is going to be a Werewolf tree. But we'll need some ideas of what would actually go into the tree possible "named" skills. What they increase and by how much and how many times can it be increased. We need this sort of information.

the names should be fitting to the role it fills. the warrior type should be something along the lines of Alpha or primal wolf. Stealth could be prowler or stalker wolf. mage would be like arcane or spirit wolf. the name is not as important as the effect it has. say jimmy the mage wants to go primal wolf this would not conflict with his native mage style as the effects are only active wail in werewolf form. with each kill wail in werewolf form would grant you general exp. this can be put into any one of the three branches because it is a separate form and would thus have its own leveling out side of his native form ie human or elf or what ever. his native level will go on as he dose in that native form wail in wolf form you get a standard boot to your base stats so what your native stats are with no enchantments or active effects. so it would add X amount to it. from there depending on what skill branch you go to you can increase your damage or your speed or your ability to summon wolves and or use magic roars. stealth is not going to use higher attack as much as your crit levels will go up. where as if you put your points into primal you get higher damage and defense your only as fast as the base wolf. and the spirit wolf would have base damage speed and defense he would have the magic factor that will give him an edge in combat. and the base of the tree should be transformation time you should get 4 points into this but only require one to move into the other branches. the cap on the wolf should be enough points to max the base and one branch this way if you want to make your jack of all trades wolf you can with out making a god wolf. this keeps it balanced for those who want to specialize and those that like to try it all.
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Ricky Rayner
 
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Post » Sun Jun 03, 2012 4:52 am

They will most likely not patch added gameplay features into the game, pacthes are for fixing non-intentional issues such as bugs and glitches
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Rude Gurl
 
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Post » Sat Jun 02, 2012 10:13 pm

They will most likely not patch added gameplay features into the game, pacthes are for fixing non-intentional issues such as bugs and glitches
than a dlc to fix this issue as well as a the vampire one. it would be nice if they added a few new story quests to go with this dlc
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Racheal Robertson
 
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Post » Sat Jun 02, 2012 9:31 pm

the names should be fitting to the role it fills. the warrior type should be something along the lines of Alpha or primal wolf. Stealth could be prowler or stalker wolf. mage would be like arcane or spirit wolf. the name is not as important as the effect it has. say jimmy the mage wants to go primal wolf this would not conflict with his native mage style as the effects are only active wail in werewolf form. with each kill wail in werewolf form would grant you general exp. this can be put into any one of the three branches because it is a separate form and would thus have its own leveling out side of his native form ie human or elf or what ever. his native level will go on as he dose in that native form wail in wolf form you get a standard boot to your base stats so what your native stats are with no enchantments or active effects. so it would add X amount to it. from there depending on what skill branch you go to you can increase your damage or your speed or your ability to summon wolves and or use magic roars. stealth is not going to use higher attack as much as your crit levels will go up. where as if you put your points into primal you get higher damage and defense your only as fast as the base wolf. and the spirit wolf would have base damage speed and defense he would have the magic factor that will give him an edge in combat. and the base of the tree should be transformation time you should get 4 points into this but only require one to move into the other branches. the cap on the wolf should be enough points to max the base and one branch this way if you want to make your jack of all trades wolf you can with out making a god wolf. this keeps it balanced for those who want to specialize and those that like to try it all.

So there would be multiple Werewolf variants? I was preferably hoping to keep it as one, then build the Werewolf as you please with the perk tree. As for magic, if you don't mind me saying, but I believe we should leave Magic to Vampires and other such beings, I believe the Werewolf should be plain physical attacking character. Yet I do like the idea of like increase the effect of roars you had, if that's what you mean.

Maybe upgraded the "Wolf Call"/Summon 2 Wolves will upgrade their duration, damage and overall Health, then perhaps the final upgrade would switch out the baisc spirit wolves for Werewolves or something such as that, and increase the effectiveness of the "FEAR" roar.

As far as names, I don't know if the Werewolves should be named anything different as you suggest Alpha/Primal Wolf for the Warrior like class, Prowler/Stalker Wolf for the stealth and Arcane/Spirit for the mage type Werewolf, I feel we don't need that but again that's just my opinion.

I think however that unlike some Perk trees, alot of skills should be connected similar to a perk "web" so instead of in case of "Heavy Armor" only getting "Fists of Steel" because you want the "Uncondition" skill, I know that's technically tough luck but, if in the Werewolf perk tree some skills moved onto 2 seperate skills 1 being one thing and another being another, say I don't know. For example
Now this example you'd be forced to get the bleeding damage but what if there was an alternative?

"Basic Damage Upgrade 2/5" -----> "Bleeding Damage Upgrade" -------> "Shield Break Upgrade"
-----> "Power Attack 25% less Stamina"------>
The one under it is another of 2 things "Basic DamageUpgrade" leads too which again goes to the "Shield Break Upgrade" so you wouldn't get the "Bleeding Damage Upgrade" if you didn't want it.

But this is just an idea
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Leilene Nessel
 
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Post » Sat Jun 02, 2012 11:20 pm

than a dlc to fix this issue as well as a the vampire one. it would be nice if they added a few new story quests to go with this dlc

Looking at it, I am guessing it will be a DLC but really what anyone would call it I don't care, I only care that it actually gets done, that they fix how these character types word. and yeah New Stories and Quests WOULD be awesome. Even if this was just a minor DLC which just adds stuff to the current map rather than A WHOLE NEW WORLD! or something....
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Alisia Lisha
 
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Post » Sat Jun 02, 2012 11:21 pm

They will most likely not patch added gameplay features into the game, pacthes are for fixing non-intentional issues such as bugs and glitches

Well, my original idea was to simple fix up the scaling system of the werewolf's damage and damage resistance, check the previous Thread to see.
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NeverStopThe
 
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Post » Sat Jun 02, 2012 5:43 pm

To newer people to this idea that has been built up over a time.

Please look at the Original Thread for information. Pages 7 and 10 are basic ideas that have been thought of for the patch, and either in my opinion is acceptable.

Though it seems the majority are leaning towards the idea of having a Werewolf designated Perk tree similar to what we have now
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Danger Mouse
 
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Post » Sun Jun 03, 2012 1:56 am

I really hope they implemient a feed on any living thing to heal and take out the feed to stay in form and feed on humanoides only because thats turded. Same goes for vamps.
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maria Dwyer
 
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Post » Sat Jun 02, 2012 5:11 pm

I really hope they implemient a feed on any living thing to heal and take out the feed to stay in form and feed on humanoides only because thats turded. Same goes for vamps.

Just speaking personally, I didn't mind the feed to stay in wolf form thing, but it would get annoying, that much I can understand with your frustration of it, what I do think if the "perk tree" idea goes ahead, maybe there will be a perk that increase the amount of health and time increase that feed will do.
But yeah i do want to be able to feed on anything.
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Tom Flanagan
 
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Post » Sat Jun 02, 2012 4:27 pm

I dont like the feed to stay in form because it then gets in the way of gameplay it slows it down. They should remove that and just let players have freedom to turn back and forth when ever. The feeding could still be put in the game but it could be used to impliment healing. You could have certian skills on the tree that let you heal more and gain more stamina off feeding. The feeding could also be implimented to gain some extra exp maybe. Numerous things can be done and if they do make a DLC for werewolfs and vamps then alot of things could be added to make both choices extremely fun. I have never seen or played another game that could do so much off of vamps and werewolfs.

The DLC would sell because werewolf and vamp ppl could have more hours of fun and the people who dont lime niether of those could hunt them in different quests. So basicly all 3 kinds can benefit from the DLC.

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Andrea P
 
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Post » Sun Jun 03, 2012 4:46 am

I dont like the feed to stay in form because it then gets in the way of gameplay it slows it down. They should remove that and just let players have freedom to turn back and forth when ever. The feeding could still be put in the game but it could be used to impliment healing. You could have certian skills on the tree that let you heal more and gain more stamina off feeding. The feeding could also be implimented to gain some extra exp maybe. Numerous things can be done and if they do make a DLC for werewolfs and vamps then alot of things could be added to make both choices extremely fun. I have never seen or played another game that could do so much off of vamps and werewolfs.

The DLC would sell because werewolf and vamp ppl could have more hours of fun and the people who dont lime niether of those could hunt them in different quests. So basicly all 3 kinds can benefit from the DLC.

Well true but if you gave someone the power to change back and forth at will. Then Hircine's Ring would become a useless item.
Besides as it stands the Werewolf's stamina increases rapidly already. So while feeding would still be useful for health, there would need to be a another use for it, besides. If we gave the Werewolf the ability to turn back and forth and various other powers, would button would it be? There aren't as many options on consoles as PC. Unless yo can switch it out with roar via a Werewolf character Menu of sorts.

But, we really need to get someone from Bethesda or someone who contacts bethesda to even look at these Werewolf threads, because that's the only way it's going to happen. How are we to get them to notice?
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Jacob Phillips
 
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Post » Sun Jun 03, 2012 4:06 am

The abilitys or skills could be changed from the D-pad like cycling thru favs.
On the ring... Wouldnt be the first useless item in the game lmao.
As for the buttons for xbox so far these are the buttons that are used
RT/LT used to attack
RB- roar power
Y-jump
Sticks-moment
X-feed
B-nothing
LB- run
A- dont think it does anything

So 2 buttons that dont do anything
B could be used to bring up the skill tree and unlock ability menu
Idk bout A yet.

As for being noticed only time will tell and if Beth wants to make money or not.
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cheryl wright
 
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Post » Sun Jun 03, 2012 3:41 am

The abilitys or skills could be changed from the D-pad like cycling thru favs.
On the ring... Wouldnt be the first useless item in the game lmao.
As for the buttons for xbox so far these are the buttons that are used
RT/LT used to attack
RB- roar power
Y-jump
Sticks-moment
X-feed
B-nothing
LB- run
A- dont think it does anything

So 2 buttons that dont do anything
B could be used to bring up the skill tree and unlock ability menu
Idk bout A yet.

As for being noticed only time will tell and if Beth wants to make money or not.

I think A or X if it's PS3 like mine, could be for another power, so what Powers would the Werewolf have? we Have the FEAR roar, Detect Life, summons wolves, so, maybe while in Wolf form that could be another power....OR that could be the button to revert back to human.

I also had an idea for the Ring, IF the DLC comes out and all this is chaned, perhaps the power of the ring (while not as a Werewolf) would be to turn the user into a Werewolf, but have no drawbacks such as no rest but also has no perk tree....BUT if the player IS a Werewolf the ring (being the only equippable item while in werewolf form or if worn before transformation) Enhances the Werewolf even more in all it's abilites or maybe a select few. Good idea?

I think, on this Thread we should try and make a prototype Werewolf perk tree, try and get it set out as a tree actually would look so with the name of the skill at the bottom and work our way up. Are you or is anyone up for trying that?
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Erika Ellsworth
 
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Post » Sat Jun 02, 2012 8:53 pm

The skill tree will be lil tricky but can be done easily.
The ring could work 2 ways
If your already a werewolf it could allow for rest bonuses and no forced transformations
If your not a werewolf and have the ring you get the werewolf from now

For the ring to be usefull for people who are already werewolfs, forced transformations will have to be introduced at night times at every night which would make the people who play werewolf get the ring so there time at night dosent get out of hand.

It really isnt fun right now being a werewolf unless your level 5 on noob difficulity but that dosent last much either.
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Josee Leach
 
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