Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

[Column] Elder Scrolls Online: Werewolves and Vampires in ESO

13»

Comments

  • SinusgammaSinusgamma Member Posts: 3
    I dont like the playable werewolfs, vampires, zombies (I wouldn't miss them if the entire eso world would be free of them) . . . but if they must be in game I would appreciate some system that doesn't break my game experience. I think I will never play them.
  • kkarrabbasskkarrabbass Member Posts: 152
    Originally posted by NoxMaelstrom

    Hmm,  this is a three faction system...  Zombies anyone?!?

    Who wants to be a zombie?!?

    I agree. If there will be vampires, werewolves and humans, you do not need any other artificial division on 3 factions.

    But in this case, they will not be a special achievements, but just ethnic groups. Or! Or you still can have those (vampires, werewolves) as very gratifying achievements, and introduce another one:  were-vamp hunters, which will be also not easy to become.

  • davinci179davinci179 Member Posts: 13
    I hope they do not take the advice of the author. While becoming a vampire or a werewolf can not make you more powerful then non vamp/wolf for balance issues in a MMO limiting it to a timed skill is pretty silly. (A werewolf perhaps might change back during the day which would be fine), however having it like a skill with a short duration and a cool down just seems. Secondly, there should be ways to get infected that are not to difficult, but perhaps do require some work. However, I feel much like the single player versions should make fairly accessible to anyone. The toughest challenge will be balance and having being a vampire/werewolf be cool and feel powerful enough with out being overpowered. The best way to achieve this might be to make them separate classes with new abilities once you turn. 
  • ScotScot Member LegendaryPosts: 24,273

    They could go down the route of Lotro's Monster play. When you assume W/V form you go to a separate zone where other players in their normal forms can go to fight you. In fact you could have three faction PvM instead of Lotro's 2 factions if you wanted to.

    I think that would be the best way to avoid many potential issues.

  • tinywulftinywulf Member Posts: 106
    lycanthropy and vampirism should be made a disease, in lore they had serious downsides that made people fear it. Almost all humans hated them and would hunt them into extinction.
  • tinywulftinywulf Member Posts: 106
    I think they should have roving bands of npc's hunting them down, make them fight to stay alive for their bonuses.
  • KarvashKarvash Member UncommonPosts: 1
    it would be cool if becoming one of them would be class or race change so there will still be balance.
  • VidirVidir Member UncommonPosts: 963
    In early elderscrol game Daggerfall you could be a warewolf or a vampier if you got deceased by those,you had like 1% chance if you got bitten.Problem was to get rid of this sicknes,it was very fun .Im not sure it wil be fun in ESO tho,afraid there will be to much pvp involvment.
  • IridescentOrkIridescentOrk Member Posts: 157
    just give me the option at character creation; guild is ready to start our Twilight RP from the get go :)

    gameplay > graphics

  • Pseudonym84Pseudonym84 Member Posts: 4

    It's probably already been mentioned, but the right approach wouldn't be a difficult quest or hard challenge to obtain these powers, because let's face it, if people want to be one of these a hard quest isn't going to stop them; it'll most likely encourage them even more.

    The better idea would be to have pros and cons; much like in some of the other TES titles. You could have Vampires weak in sunlight or even take damage. You could have Werewolves that are attacked in towns on sight when they're in that form.

    Perhaps you could have factions that the players will be unable to join if they are a one of these or the other, or quests they are unable to take up.

    Whatever happens, I feel the cons need to almost outweight the pros, otherwise they might aswel rename this Twilight Online.

  • RampajiRampaji Member Posts: 50
    I like the idea of people can play creatures of the night. its all about making a good balance.

    Be the change you want to see in the world.

    - Mahatma Gandhi

  • KcWraithKcWraith Member Posts: 4
    The only way i can see the whole Werewolf or Vampire thing working out where everybody is happy is having the werewolf and vampire being like the death knight in World of Warcraft.  Requiring the player to reach max level before being able to start over as a death knight.   So for eso once the player reaches max level for that character then they should have the option to choose either werewolf or vampire and the cons for that being if they want to change to from vampire to werewolf or vise versa they need to reach max level again.  That's also how it should be if they want to cure themselves, they should have to reach max level and then take a quest to cure themselves.  They should also both be weak to silver but not to weak against it.  they both should have common weaknesses that only do small amounts of critical damage but each should have unique weaknesses that do massive amounts of critical damage so that way they aren't to strong but aren't completely nerfed because they should be like a reward for people able to reach max level.  They should also be able to do massive amounts towards each other so so if one group in pvp has a vampire the other group can use a werewolf to be an equalizer.  And players who choose to be vampires or werewolves should have weaknesses to silver and other weaknesses that they have in their monster forms so that way they are still penalized in a way but not in such a way where its not fair.  Also werewolves powers and abilities should be based of the phases of the moon like strongest during full moon and weakest during new moon.  Liches as a choice for players is also a very good idea and if they put that in the game they should have a sort of balancer form like a paladin/monster hunter type class that specializes in fighting werewolf, vampire, lich players.
  • KcWraithKcWraith Member Posts: 4
    or have werewolves,vampires, and if they put them in liches as a completely seperate faction only available through completely maxing out your characters level completing a  quest or quest line. so make it like a side storyline if you choose that path
  • artemisentr4artemisentr4 Member UncommonPosts: 1,431
    Originally posted by KcWraith
    The only way i can see the whole Werewolf or Vampire thing working out where everybody is happy is having the werewolf and vampire being like the death knight in World of Warcraft.  Requiring the player to reach max level before being able to start over as a death knight.   So for eso once the player reaches max level for that character then they should have the option to choose either werewolf or vampire and the cons for that being if they want to change to from vampire to werewolf or vise versa they need to reach max level again.  That's also how it should be if they want to cure themselves, they should have to reach max level and then take a quest to cure themselves.  They should also both be weak to silver but not to weak against it.  they both should have common weaknesses that only do small amounts of critical damage but each should have unique weaknesses that do massive amounts of critical damage so that way they aren't to strong but aren't completely nerfed because they should be like a reward for people able to reach max level.  They should also be able to do massive amounts towards each other so so if one group in pvp has a vampire the other group can use a werewolf to be an equalizer.  And players who choose to be vampires or werewolves should have weaknesses to silver and other weaknesses that they have in their monster forms so that way they are still penalized in a way but not in such a way where its not fair.  Also werewolves powers and abilities should be based of the phases of the moon like strongest during full moon and weakest during new moon.  Liches as a choice for players is also a very good idea and if they put that in the game they should have a sort of balancer form like a paladin/monster hunter type class that specializes in fighting werewolf, vampire, lich players.

    Just join the Fighters guild to get skills for killing undead. If you skill up for killing Vamps and Wolves, there won't be an issue. It is fine for Werewolves and Vampires to be strong as long as there are also downsides because players can be just as strong against them in PvP with the right build.

    “How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them?”
    R.A.Salvatore

  • KcWraithKcWraith Member Posts: 4
    yes exactly. everyone is making a big deal out of the whole vampire werewolf thing.  people have to face the fact that werewolves and vampires are just as much of a part of eso lore as nords or orcs.  so why wouldnt eso want to intergrate these into the game.  The hunter guild idea is good but their needs to be a safe haven for werewolves or vampires so that way tehy can go somewhere to heal and buy/sell items without being hunted like one comment said about having cemetaries as havens for vampires and forests being havens for werewolves.  werewolves, vampires, and hunters should also have live event quests that involve the three groups like one post said about the druid in the cave where the vampires or werewolves try to kill the druid first and the hunters try to protect them.  so way seige sort of quests for the werewolves,vampires and hunters.  each group should have defending and attacking quests.  Each group should also have special "items" or "relics" they need to secure and have to fight the oher groups to get like the elder scrolls in the 3 way faction war.  these "items" or "relics" should provide that group with bonuses only available when doing the 3 way group war so it doesnt affect the faction war.  Also having special leaders or Elders for each group that provide bonuses for each group that have to be escorted or free'd/protected from the other groups that are trying to or have kidnapped.  each group should also be able to attack bases where these items or people are held to take them away from that group and take that groups buffs or bonuses away until they take them back and do "revival" or "replacement" quests
  • KcWraithKcWraith Member Posts: 4
    yes exactly. everyone is making a big deal out of the whole vampire werewolf thing.  people have to face the fact that werewolves and vampires are just as much of a part of eso lore as nords or orcs.  so why wouldnt eso want to intergrate these into the game.  The hunter guild idea is good but their needs to be a safe haven for werewolves or vampires so that way tehy can go somewhere to heal and buy/sell items without being hunted like one comment said about having cemetaries as havens for vampires and forests being havens for werewolves.  werewolves, vampires, and hunters should also have live event quests that involve the three groups like one post said about the druid in the cave where the vampires or werewolves try to kill the druid first and the hunters try to protect them.  so way seige sort of quests for the werewolves,vampires and hunters.  each group should have defending and attacking quests.  Each group should also have special "items" or "relics" they need to secure and have to fight the oher groups to get like the elder scrolls in the 3 way faction war.  these "items" or "relics" should provide that group with bonuses only available when doing the 3 way group war so it doesnt affect the faction war.  Also having special leaders or Elders for each group that provide bonuses for each group that have to be escorted or free'd/protected from the other groups that are trying to or have kidnapped.  each group should also be able to attack bases where these items or people are held to take them away from that group and take that groups buffs or bonuses away until they take them back and do "revival" or "replacement" quests
  • IncomparableIncomparable Member UncommonPosts: 1,138

    They should modify the effects of a werewolf/vampire in the game.

    1. both are playable at anytime but with certain strengths or weaknesses. for example werewolf strongest at full moon vampire stronger/weaker night/day

    2. any class can benefit from being either. a ranged class werewolf would be more resialiant to physical attacks. 

    3. the only way to become a werewolf or vampire is by an actual quest

    4. Infect. This should happen but the effect only lasts a few days/hours or a quest can be done to remove immediately or buying a rare antidote.

    doing it differently trying to make it more realistic with too many disadvatanges to actual werewolves or vampires or the infects will limit the potential fun in an MMO. Of course counters to such super natural beings should exist as well, and it does not mean that everyone has to be a super natural being to win a fight... it would probably work to their advantage more in PVE than pvp.

    “Write bad things that are done to you in sand, but write the good things that happen to you on a piece of marble”

  • mistmakermistmaker Member UncommonPosts: 321

    when you get killed as a vampire/wolf, you are cured and respawn as the class you were before. but you have to be killed with special skills like those in the fighter guild (silver...)

    after being "cured" there is a timer which limits you to be infected again (for example 48h)

    IMO this would be a great solution. Vampires can still be extremly strong, but cant rush into battle headless. There are counters and the ever existing fear of losing this gift in a fight.

     

    --> perfect!

  • jbombardjbombard Member UncommonPosts: 599
    In a competitive game, if something provides an advantage then that will become the "cookie cutter".  TES games are solo and not competitive and they often balance the combat advantages with non combat disadvantages and that works well nicely.  However that won't work with a multiplayer game, in a competitive environment combat performance is king.  That means they have to make it so there is no advantage or they run the risk of everyone being a vampire or werewolf(whichever sims to be the most advantageous).  Make it more or less just another race like Argonian or Khajiit and it becomes nothing more than a checklist on the box but at the end of the day brings nothing to the table because it doesn't feel like being a vampire or werewolf should in a TES game.
  • evilastroevilastro Member Posts: 4,270
    Originally posted by nezix
    I agree with Mordred1. If you don't want every player to be one of these then they need to have consequences. What those consequences span I'll leave to the devs, but it should be a fairly hard choice.

    The consequence is that Vampires take 50% more damage from fire, and Werewolves take 50% more damage from poison. Always, not just while in the forms or with skills equipped.

    In PvP it really isn't worth it. Werewolves make good tanks in PvE though.

Sign In or Register to comment.