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Messages - Darkfury

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1
Suggestion Box / Re: Map Connectivity and Inconsistencies
« on: October 04, 2014, 03:22:18 pm »
I wasn't saying that Malkavian haven should be in a Hospital , but in the building next to it. Which looks like a Elderyhouse or
some attached institution to the hospital. Which happened to be as hospital itself abandoned.
Maybe for same reasons as main institution work ended.

anyway. Just for clarification.

2
Development / Re: Companions
« on: September 25, 2014, 11:29:19 am »
Mr Ivan4041

while i do agree in most what you have stated, i do not really like a NPC's characteristics as a window with dots.
Reason for this is simple, it distracts too much from gameplay. BTW i like in Bloodlines that game concentrates on persons,
Player , npc's and enemies. Each type is presented brilliantly, and i would not try to change this by any additional characteristics. 

What i would like to see is mature approach to this  and i mean that in real life you do not know that much of a persons skills
and abilities just by knowing this person even if you try to judge your close friends by standards of any player sheet it might fail
when you confront this with reality.

so my suggestion for this will be that is more worth of a work to make Companions, (ghouls,friends,whoever) like without any
characteristics. But with some visible in game changes when you try to influence them.

Simply put: It would be nice to see how their field of possible actions grows by your actions (power,blood,or just a suggestion,advice,domination,etc)

And to make it more close to the universe and dark horrorish i would love to see some background stories and
something like a price which you companion pay just by knowing some undead, vampiric creature like player.

It is actually made in Bloodlines with Heather when you chose to keep her or to let her go.
That kind of companions but with more actions would be nice.

   

3
Suggestion Box / Re: Original book's rules offer a good starting point
« on: September 23, 2014, 01:47:50 pm »
I like that ideas, and agree with you all :) :) :)

just to make my 5 cents  I just wonder ,

Is it really that hard to implement Day and Night circle ?
As far as i can think there is no need to make full Day&Night , with all its details, like dusk,noon,afternoon,evening, etc.

It can look something less true but still adding to the game . 
If we can have something like day count on a calendar on the wall. And each day would start with animation of a sunset, and camera goes in to the calendar showing date , sun goes down and you wake up as Vampire.
For a end of a night you just need to look at the time, otherwise you will see a sunset, Your'e last one.

That can be easy step to improve this game.

That can be done just by manipulating a light , which in unity should be not that problematic.
How that influence game story is another thing.

4
Suggestion Box / Re: Cars, make cars.
« on: September 23, 2014, 01:22:25 pm »
Well those looks too happy for horror game :)

But no matter i see what you thinking.
About traffic , yest that would be nice to have that.
specially on the bridges, or near distance roads, to add more life alike city view.

Anyway  what i was gonna say is that other use of a cars (if you do not like my first place idea  )
may be (still disregarding driving) to have some small traffic on the maps itself.
In this version we can have some enemies ( like Sabbat, Police patrols) who gonna drive towards your Vamp and target you with guns, stop and quickly make some assault on your little dead creature.

That event can happen according to your maskarade level which can also show how easy it is to find you.
so it will be like a hard assault on you with intention to displace your head from torso.

I do really think that cars used in specific way ( not free drive) can make Vaulderie more interesting.

and one more thing ,  actually my previous idea is supported by Original Game.
In a Sabbat Warehouse is this forklift truck.

........................................  ............................  ..............
   

5
Suggestion Box / Re: Map Connectivity and Inconsistencies
« on: September 23, 2014, 11:36:39 am »
Nice mate. Spot on , good suggestions.

Just for a Malkavian haven i think that the best place which exist in game is placed nearby Hospital in Downtown.
This attached building looks for me  ( from outside) like a House for Elders or a nursery home.

And has nice suggestions from makers (Troika team :) ) which is a sigh paced on the fence and says :
" Trespassers will be shot, surviwers will be shot again"   which makes me think about Malkavians.

I would place Malkavian haven there , with abandoned Elder house feel and atmospfere.

Old chairs , TV's and some table top games, cheep coffee express, some old clothes, wardrobes, ugly carpet.
poor rooms, some rats, and cliche pictures on the walls.
some shoes here and there, worn out stuff uniforms.

and worms. Yeah like in the Prodigy VideoClip, Breathe. That kind of worms.
 
 

6
Suggestion Box / Re: Clothes in the Game
« on: September 23, 2014, 11:09:54 am »
Mr Konstantinos the Tremere.

While i do agree that fashion exists and have some influence on people perception, as well as reaction towards your person, I'm still
not sure if Vampires give a Sh......t about that. Maybe just a Torreadore will and maybe Ventrue , Giovanni ?

so to keep things real , it.s better have this done as small , marginal influence on game.
Apart from Gear , i do not see a reason to have +1 to appeariance and red panties +3 to manipulation. (it's just silly)

One more argument. It's Dead world, while someone can see that your vamp has nice shoes probably this human who you gonna drink blood from will never notice this. As he/ she is more affected by your Vampiric look.   

Other thing is that more interesting feature for a horror game will be to to wash a blood from your clothes, when you finish with some
operations. (Blood everywhere................. yummy )
That would be more real and suitable for horror game.
When you have to change clothes to keep maskarade, to have clean hands and not making any situations where someone can discover your crimes.     
To make reactions of people on your dirty covered in blood hands and clothes.
To see how scarry they are. That's priority not a +1 appeariance, which can exist BTW but not for purpose of overhelming game and making  HackySlashy+3here and +7there  hurrey i got yellow pants + 10.

I do see this as priority , more fun and accurate other than tons of bonuses.

7
Development / Re: Companions
« on: September 23, 2014, 10:35:29 am »
Yeah Ivan4041 i do see companions same as you.

To have companion like a someone who just walks after you  is not something which i like.
But when that will be turned in to some supportive role. Like a hidden sniper when you attack Sabat or a hacker who opens door for you.
Could be fun. Anyway i do not now how that will change a balance in the game, which in these cases can be difficult to make, maybe extra enemies can sort things out.

But actually i did post some time ago in the Planet Vampire forum idea, or maybe a suggestion as in the original PnP VTM game that
companions or ghouls as You like should be done alike some extra benefits for the Vampire.

And as well as something worth fighting for . So in multiplayer ghouls can serve as someone who can help you keep maskarade.
Let's say it's a Police ghoul. Or a known Gangster who can deliver you some guns, etc.

In this case ghouls can support you and give you extra boost.

I don't see companions as only someone who follows you dumbly everywhere.
It' would be better and more accurate to make them as servants for some situations. (example of a sniper on Sabat mission)

more examples :
    he can be a driver for a sarcofagus, (BTW original game never explained where you get a truck from in Giovanii mansion.) 
    he/she can be helping you to escape Bloodhound map,
    he/she can help you to find some haven ( extra one ,)
    or just a hacking support from outside, (opens door, or calls a lift, etc, and opens extra route for you)
    he/she can be as well a someone inside some structures (like Syndicate ) and help you deliver some facts , etc.  so you can
    avoid some situations.


..............................       

And one more idea is to make let's say this ghoul/companion like someone alive with his whole life niuances.
When you turn him/her you will be as well responsible for his her familly and your actions and demands will make some horror and tragic events to her/his relatives.

You can obviously demand that he will fight for you but you as well need to keep others not interested in his night life.
That can be fun .

To keep things simply i would like if that companions part can be done using existing characters.
so maybe a Taxi driver can be one of them. Or a Heather can be made with deeper background, and more usefull.
Maybe some of thin bloods can join you.
In a game  are many nicely done characters which can be expanded.


   

8
Suggestion Box / Re: Clothes in the Game
« on: September 21, 2014, 01:20:14 pm »
well i must say that , i do not agree.

Lately i'm bit worry about direction where this project goes.

Not every sandbox game needs a shape of a GTA.
What was good in bloodlines and i personally enjoyed, was focus on story , without so much spare things like choosing your jacket.

Better and more interesting would be to find clothes on missions, after all that's vampire game, horror game not a happy walking - buying
fashion hack'n slashion.

BTW shops are closed after 18:00 ,

I could agree that you can break in to some of a shops  to take some clothes.
(that is more acceptable for me how vamp gets new pants)
that can be fun and a little mission alike. With passing police or monitoring.

And i do not agree as well for a milions of bonuses and stats which give you that red scarf.

80% of a clothes should be without any influence on character stat.
8% of them should give  some disadvantage,
8% should give you some advantage
only 4% should be like master make rare items, or maybe even occult ? ( ghost pants ? :) )

9
Suggestion Box / Re: Cars, make cars.
« on: September 20, 2014, 02:13:45 pm »
well i have stated that it can not be a GTA style free ride true sandbox , something more like just limited use of a cars in scene, (mission as you prefer)

the reason is only one to make it more colorfull or more interesting missions which every fan knows.
So i think that having extra option to kill somebody or make a hole in a fence , for a sake of new and more spectacular game moments cars would be awesome addition.

And i'm not talking about driving only. Just use cars to make some progress for a mission.

Don't try to say that a killing a Russian mafias members by domination or manipulation a taxi driver to make him drive in to them is not fun and vamp alike.

Or to drive thru brick wall some truck in to the Hollowbrook hotel to start a wild raid on a Sabat members is styless. 
It does not mean that you can drive this truck around whole area. Just for this specific purpose.  :)


10
Suggestion Box / Re: Dramatic Final Death
« on: September 20, 2014, 02:00:04 pm »
ivan4041  , good idea actually, with this "torpor state" maybe a nice accent would be to have a main menu like a "torpor dream"
where you chose a tasks which you gonna be awaken for. 

I would like that i think that you can dream and dream in a main menu  , and choose some scenarios or part of a dream ?
in which you wanna make true again.
I think that can open nice visual possibilities.
I'm thinking of something like a interactive menu, like in a latest "Prince of Persia" btw it has nice graphics.

It would be cool if the damage would comply visually like in the books. That is in addition to limping, every time you are below 30% health, the game would consider you a Nosferatu and people would act accordingly. This way you can't be a disemboweled Torrie and still pick up chicks in the club.
 

yeah not only visually but to block some of your actions as well. Actually a original wound system could do a much nicer game play.
maybe instead  of a health bar we could have that ?


It would be great if the Quei-Jin died in a different way, considering they are not vampires. And Lastly the Final Death animation can be made a little more up to date.
 

Sure .

11
Off Topic / Critics
« on: September 07, 2014, 12:35:58 pm »
i started this just to make place for anyone who like to post some critics about anything . :)

I have to say that i really do not like new computer look , showed in concepts.
Just does't  suite horror game .
 

12
Suggestion Box / Cars, make cars.
« on: September 07, 2014, 11:52:56 am »
Well it's not a car driving game i do not expect this.

But solution for a cars would be i think to have some for example taxi, ambulance, etc.
cars with drivers inside placed in some missions areas.
And player can intimidate driver or manipulate him/her to drive this car in to something or someone.

- good example would be to have a driver near Russian mafia thugs . So malkavian can manipulate
driver and cause accident kind of to kill them.

- or another "deadly car" can be placed in a car park quest , so dominated (intimidated ,manipulated) driver will
drive in to some people making easier way for you to reach bottom of car park.

-  A TRAIN in the Sabat warehouse area. For this one you will need a high security skills, but when you get inside,
There will be no driver inside. But is easy to start this engine and ............
Buum it smashes thru everything on his way . :)
 

One more idea to expand this "mad driving" is to reach some new areas of the map like making a hole in a fence.
which will open less enemy route for clans like Malkavians, or Torreadore.

- Grouts Mansion, if area around the mansion will be expanded a bit with such a feature , when you break thru
character can start this level a bit deeper inside the mansion. 

- for multiplayer this can serve as extra power, for a distance , obviously just in specific areas and on specific trails , but still
something new and "original" ? 
could be fun i think.

- Giovanni mansion, can we take this limmo and drive around the building with intention to kill everyone ?
skip invitation and all gentle methods, finally something worth Brujah blood.     

- another example is to have a "deadly car" on the blood hunt map , with same result like in a car park but not so spectacular as there
are just vampires , more though enemies.

- one more empty car as a alternative escape from Werewolf, just locked , when you get inside is a start of deadly downhill drive.
  in a style of "Commando" movie when Mr Arnold drive without engine on after kidnappers of his daughter .  :) that would be nice,
  with mad, Werewolf as a chaser .
   

13
Suggestion Box / Final Fight with La Croix
« on: September 07, 2014, 11:22:48 am »
Yeah . ..... 

If this can be improved that would be awesome.
All this final moments are well done , but in the standards of new games IMO this needs to be upgraded.
Make it more spectacular , more epic. 

Fight with a Sheriff is ok as a aperitif  and this moment when La Croix crashes you against the wall and you are landing on the roof is nice, just reworked a bit should be fine.

 Idea is to repeat this crash , or he can in the next sequence take you up and after short fly let you smash thru the glass roof.
So you will land in some conference or so room.
Then he will land on you with a deadly bite.

maybe he will trow you thru few more walls inside tower, like puppet , maybe he take a fridge and trow at you ?
or a piano ? maybe he can take one of his ghouls and feed in a grotesque manner, trowing body aside he will walk towards you with new fresh energy.

His transition is somehow not smooth as well from this bat form to the defeated La Croix.
It will be nice to fix this .

Maybe when you finally smash him with death blow he will as a bat run thru the rooms to the sarcofagus place marking bloody trails .
This way we can avoid making whole transform animation. And it can still looks better than original.

................. 

14
Introduction / Re: Just another Neonate.
« on: September 07, 2014, 11:02:30 am »
nice. I like it .

15
Suggestion Box / Sewers shortcuts, extra content.
« on: September 07, 2014, 11:01:03 am »
It crossed my mind today that it may be nice to have some hidden (sewers)
tunnels which can be spotted with high (investigation,perception), they can serve as shortcuts to the
areas or links between different city parts.
It can be dangerous to walk those tunnels but when you defeat guards ( some tzimisce constructs ) which not every time gonna be there , it can speed up your game much.

First i think that will benefit Nosferatu and make them more interesting to play and secondly it will be just a nice
kind of expansion for current sewers concept.

Another thing will be to have places full of rats (  but like 30-50 of them in one place  )
Other purpose than a free food is to have some feel of obscure and unpleasant areas.
Those rat colonies can actually,  when you feed , harm you as well so it can be kind of a fun to feed on them .

What you think ?

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