4 Main classes then the "branching" subclass. Hunter, Vampire, Mage, and Werewolf.
Use the do not expose the world to the supernatural ( masquerade violations) or get penalized such as NPC hunters or retaliaiton by npc clan members etc. You could also have your guild be penalized also for members exposing the world to the supernatural. Hunter will have law enforcement after them.
Large scale open cities with missions, guild areas and territories open to taking or securing, pvp zones. WOD should have several major cities.
Have several NPC factions that would or could assult guild holdings.
Random supernatural eveents that take place to bring people together for common good.
Crafting in many areas with abilities for players to own busineses
Death penatly to vary amoung different classes. For example Vampire will need lots of blood to get back to normal and will have to sepend a few min to replenish w/o violating the masquerade!
Outstanding character customization
Player housing
Talking about this has me stoked! I hope they are working diligently on it!
(BBBBBBBWWWWWWAAAAAAAAAAAHHHHHHHHH raises plunger in salute to CCP WOD!)
All my opinions are just that..opinions. If you like my opinions..coolness.If you dont like my opinion....I really dont care. Playing: ESO, WOT, Smite, and Marvel Heroes
In regards to Diablerie, I doubt it'll actually be in the game. I also think people are thinking about this game all wrong. There's absolutely no tangible evidence for my take on this, of course, but I doubt we'll be seeing much in the way of people running all over shared Diablo-esque levels, staring at the back of their running characters and targeting spawned mobs. Which is what most MMOs boil down to. This will be a game with a very different play style.
Vampires are social creatures. We know they said they would focus on the social aspect. Elysium power struggles, contact networks, gossip, subtle influence on human power structure - that's what the game is about much more than hitting stuff. I want to see abstracted city diagrams and EVE-like market but focused on favors and boons, all kinds of power brokering, rather than the monetary side of things. Imagine trading favors, bribing officials, lending contacts through abstracted game interface. Assigning your Dominate-boosted manipulative badassery to build up your power base in, say, transportation industry over a longer period of time. Starting a blood cult. I wouldn't even mind if the game skipped having a combat system altogether. If your character kicks ass, he can be assigned to progress by way of physical intimidation and blowing shit up over time, just like EVE does skill training.
I also suspect this game will be to some extent tied to White Wolf's Camarilla fan club, combining the popularity of EVE Fanfest and White Wolf's ICC (the LARP convention) with the actual game. And after the last ICC, I think there's some basis to hoping that they are going to try and bridge the gap between tabletop RPGs (plus LARPs) and computer games.
It's CCP. They'll release a vampire game with absolutely no PvE content and with a horribly unbalanced, zerg-prone PvP game. As it takes you 30 minutes to walk down each block of New Orleans (which looks 99% the same as the last one) you'll open up the handy in-game browser and watch Twilight. Meanwhile, every MMO blogger and interviewer that actually doesn't play the game will call it a success, while you will wait 2 hours to beat up a newbie vampire with 10 of your whatever-they-call-flocks-of-the-undead.
More seriously, I don't get why CCP gets a level of credibility beyond their actual record. I'd be concerned they muck it up badly.
After waking up and checking on the old thread only to see that it had been locked for being off-topic (whilst I didn't really think it was), I had to then laugh heartily at the title of this thread. Well done.
I have doubts that Hunters, Prometheans, Changelings or Sin-Eaters will be playable at launch. To do those peripheral types and all their splats in addition to the three core types and all their splats would require a character creation process, a degree of content, and an effort of balancing orders of magnitude more complicated than any RPG, MMO or not, ever produced. I calculate 195 possible splat combinations, as opposed to the 75 combinations possible with just Vampires, Werewolves and Mages.
Besides, if anyone understands and appreciates the virtue of launching as focused as possible, pouring what money you have into doing a few things as well as possible, then building to something much more complex as subscription profits roll in, it's CCP. Despite wanting to make EVE the ultimate all-around sci-fi experience, the cost of doing so was astronomical (no pun intended), so they focused initial efforts on nailing down and perfecting the 'Internet spaceships' gameplay before moving on to broaden the experience. It is known for this and always praised for it.
I think it is likely—and best—that they will start with the three core types: Vampires, Werewolves and Mages, with the core splats, and introduce the rest only as its success permits.
Favorites: EQ, EVE | Playing: None. Mostly VR and strategy | Anticipating: CU, Pantheon
Comments
IMO WOD world should have the following:
4 Main classes then the "branching" subclass. Hunter, Vampire, Mage, and Werewolf.
Use the do not expose the world to the supernatural ( masquerade violations) or get penalized such as NPC hunters or retaliaiton by npc clan members etc. You could also have your guild be penalized also for members exposing the world to the supernatural. Hunter will have law enforcement after them.
Large scale open cities with missions, guild areas and territories open to taking or securing, pvp zones. WOD should have several major cities.
Have several NPC factions that would or could assult guild holdings.
Random supernatural eveents that take place to bring people together for common good.
Crafting in many areas with abilities for players to own busineses
Death penatly to vary amoung different classes. For example Vampire will need lots of blood to get back to normal and will have to sepend a few min to replenish w/o violating the masquerade!
Outstanding character customization
Player housing
Talking about this has me stoked! I hope they are working diligently on it!
(BBBBBBBWWWWWWAAAAAAAAAAAHHHHHHHHH raises plunger in salute to CCP WOD!)
All my opinions are just that..opinions. If you like my opinions..coolness.If you dont like my opinion....I really dont care.
Playing: ESO, WOT, Smite, and Marvel Heroes
In regards to Diablerie, I doubt it'll actually be in the game. I also think people are thinking about this game all wrong. There's absolutely no tangible evidence for my take on this, of course, but I doubt we'll be seeing much in the way of people running all over shared Diablo-esque levels, staring at the back of their running characters and targeting spawned mobs. Which is what most MMOs boil down to. This will be a game with a very different play style.
Vampires are social creatures. We know they said they would focus on the social aspect. Elysium power struggles, contact networks, gossip, subtle influence on human power structure - that's what the game is about much more than hitting stuff. I want to see abstracted city diagrams and EVE-like market but focused on favors and boons, all kinds of power brokering, rather than the monetary side of things. Imagine trading favors, bribing officials, lending contacts through abstracted game interface. Assigning your Dominate-boosted manipulative badassery to build up your power base in, say, transportation industry over a longer period of time. Starting a blood cult. I wouldn't even mind if the game skipped having a combat system altogether. If your character kicks ass, he can be assigned to progress by way of physical intimidation and blowing shit up over time, just like EVE does skill training.
I also suspect this game will be to some extent tied to White Wolf's Camarilla fan club, combining the popularity of EVE Fanfest and White Wolf's ICC (the LARP convention) with the actual game. And after the last ICC, I think there's some basis to hoping that they are going to try and bridge the gap between tabletop RPGs (plus LARPs) and computer games.
If one really wants to discuss how it should be designed, check the white wolf publishing forums for postings dating the first announcement.
Hundreds of pages worth of passionate ideas.
I stopped caring once I discover it will be based on their new games, wich noone buys or care about.
It's CCP. They'll release a vampire game with absolutely no PvE content and with a horribly unbalanced, zerg-prone PvP game. As it takes you 30 minutes to walk down each block of New Orleans (which looks 99% the same as the last one) you'll open up the handy in-game browser and watch Twilight. Meanwhile, every MMO blogger and interviewer that actually doesn't play the game will call it a success, while you will wait 2 hours to beat up a newbie vampire with 10 of your whatever-they-call-flocks-of-the-undead.
More seriously, I don't get why CCP gets a level of credibility beyond their actual record. I'd be concerned they muck it up badly.
After waking up and checking on the old thread only to see that it had been locked for being off-topic (whilst I didn't really think it was), I had to then laugh heartily at the title of this thread. Well done.
I have doubts that Hunters, Prometheans, Changelings or Sin-Eaters will be playable at launch. To do those peripheral types and all their splats in addition to the three core types and all their splats would require a character creation process, a degree of content, and an effort of balancing orders of magnitude more complicated than any RPG, MMO or not, ever produced. I calculate 195 possible splat combinations, as opposed to the 75 combinations possible with just Vampires, Werewolves and Mages.
Besides, if anyone understands and appreciates the virtue of launching as focused as possible, pouring what money you have into doing a few things as well as possible, then building to something much more complex as subscription profits roll in, it's CCP. Despite wanting to make EVE the ultimate all-around sci-fi experience, the cost of doing so was astronomical (no pun intended), so they focused initial efforts on nailing down and perfecting the 'Internet spaceships' gameplay before moving on to broaden the experience. It is known for this and always praised for it.
I think it is likely—and best—that they will start with the three core types: Vampires, Werewolves and Mages, with the core splats, and introduce the rest only as its success permits.