Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Darkfury

Pages: 1 [2]
16
Inventory Items and Weapons / Re: Weapon reference
« on: September 06, 2014, 03:05:14 pm »
I thought about that, but i think that it's better to create a splatter system in the game where you can add decals on any object.
This way you can have dynamic dripping blood, static blood and vanishing one.

Oh well good to know it's done that way , you are professional then.
Again : GREAT JOB.
 :)

17
General Discussion / Re: 13 Clans ?
« on: September 06, 2014, 10:28:23 am »
Well that would be nice to see all clans . Maybe extra content should focus on them ? And adapt story somehow for these clans ?

18
Inventory Items and Weapons / Re: Weapon reference
« on: September 06, 2014, 10:17:35 am »
Iratio great work man.
If I can just pointed out that Axe and a Mr.Gimble weapon need some blood on it .
Otherwise it looks less creepy and somehow distracting overall mood .   Well that's my 5 cents .

19
Suggestion Box / Re: Frenzy sequence
« on: September 05, 2014, 03:28:16 pm »

I don't think a video sequence for frenzy would not work because:

- If the player is in an original location (eg Sabbat Warehouse), he could
 * enter a gore-filled scripted movie that kills all the enemies and the player regains control once that's done. This way this is an easy win mechanic for the player, will be abused and would not benefit gameplay.
 * enter a gore-filled scripted movie that might randomly let the player be killed - sounds nice and dangerous, but what would determine whether he dies if it's  "a video sequence not in game animation" and no healthbars are shown?

- If the player is not in a hostile, who does the player kill, where does he go afterwards? What happens when he enters frenzy with no one around like the original game. Contingencies like that will need to be scripted.

Well mate, I do disagree in many points actually  :) :
 
what i do see in many new games it's ambition's which leads towards rather bad unpolished and bugged game  results, than a good game.
That's why i do prefer to have not so full of options game but something which adds to the mood itself.

As for Video sequence for freenzy in combat and all that ,  considering how
original VTMB freenzy looks (not works, which is close to PnP game) i came up with this idea .

It's true what You have stated that in combat zones it might be not a great solution.
But in a masquerade areas it can have more deep meaning and suits more accurate.

I would like it when character looses with the beast on the street and slaughter few people.
Maybe we can implement as well some Police investigation meter towards character (crime, proofs, led , suspect, etc)
Well that's another minigame in game i know . :)

As for combat zones yeah i do not agree with your doubt's it can be done (this video sequence ) like a minigame.
so video will not be the same each time ( BTW original sequence looks exactly the same each time)
it can have different influences, like number of the enemies, maybe some stats (like brawl level or humanity, not mention Willpower )

As for dying in this state i really can not see the difference , in the original game when freenzy you have no control as well .
I have die as well when freenzy made my character run in a gunfire and when it ended i have had not much time to avoid bullets.

It's not easy to win i didn't mention that it has to be super power, makeing this as a video sequence doesn't mean that it has to be automatic success towards your opponent's.
I did stated that it will be nice to make freenzy sequence
more horror alike, more scary and moody , as original freenzy looks for me just silly .

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


 

20
Suggestion Box / Re: Frenzy sequence
« on: September 03, 2014, 10:13:41 pm »
I agree that frenzy can be made more cinematic with the use of "editing" tricks, however I feel there a few things that must be preserved:

You should be able to clearly see what is happening while in combat. Frenzy is not a get-out-of-jail-free card, it is dangerous for everybody involved, you can be killed much easier during frenzy, because the Beast can not strategize, therefore if the player is killed during frenzy, the whole sequence should be obvious. Imagine if you frenzy, the camera starts spinning, you hear screams and all of the sudden the screen says " You have met Final Death". That would not give the player justice.

The one that can totally be done this way (video sequence and all) is the Masquerade area frenzy- cops can't realistically kill you, and it's much more dramatic when you frenzy in front of civilians.

Yeah, actually i think that we all know how PnP rules work, and what GM can make ,juge , describe , but all this in computer game have to be
approach differently.
I would like all what You have said but I doubt that's possible.

therefore my idea is to make this frenzy like a Video alike or maybe a mini game with Video background.
Beacouse  this is the easy way to make a horror part , and rise a gore to the boiling point (FRENZY), .
You do realize that they (dev team) have to choose what to do and what not, simply we can not have all.
(maybe i'm wrong ? :) )   

Besides is in original game , and therefore my idea was how to improve original expeariance .
I  think that FRENZY sequence has to be remake somehow , it is  the worst part actually IMO.

If that FRENZY part can have more complicated sub parts well that;s great.
For me it would be enough to have it just like gore elements attached , like really good horror.
I   prefer this as a another  Conciense , Willpower, Etc values addition which will not be really dealt in game play.

I do like to see same structure like original VTM Bloodlines,  but improved.
Some parts executed better and wiser. With some new levels and history.

...
 



21
yeah i like that idea.

 what i would like to see is that you should have access to the game areas according to the skills, so to keep this in mind you idea could be implemented in many cases. We can have then not only Lock picking, but as well a Enter by force ?
just smash that door use your leg instead of a brain.
that would be nice. Or punch a wall using Potence should break the wall of bricks.

Dream.

22
Suggestion Box / Multiplayer Shape
« on: July 22, 2014, 09:21:41 am »
I have started this as a new topic for multiplayer ideas which has crossed my mind.
Excuse my poor (still struggle ) english i hope You can understand me.

First what has been said that multiplayer will be :
- Fight between Society of Leopold, Camarilla, Sabat, and Kuei-jin
- Maskarade violations will influence a game play,
- Political Points will be included.
- and a some co-op mode are planned
well that's what i heard so far.

My idea is just a overall shape of multiplayer, but bear in mind that i'm not a programmer so it is more a conception and a wish,
as i do not know if that's possible to make.

As i see so far all aspects are good conceptions what i would suggest further is:

- strong mortals field visible in game, like police, SWAT, media , politics,  so Vampire society can fight and influence those.
  obviously that will be computer AI and more alike a set of bonuses and penalties.
  i did have mentioned this before that will be good to have some mortals figures (NPC) who Vamps will struggle to influence.
  That can be fun concerning that we have to watch for maskarade.   
  as each clan ,or society, will influence mortals they will have more possible moves on the board of undead chessboard.

- Area's ownership, - some parts of the  city should be possible to conquer by force, while mortals politics can be influenced,
  Some city maps can be taken by force with action driven design. War zones, sewers, so on.

- I would like to see as well some not common solutions for fights, like taking a truck and drive in to the gas station
  to make big booom. I mean that we should have in some maps something like eviroment's interactions giving us some advantage in
 a fight.

- undead politics, - well as i see this having mortals so far and trying to influence them keeping maskarade, will shape
  undead moves itself so i do not see any additional features than just a penalties for maskarade breaks,
  So Prince Bloodhunt, and a Executor should make it enough interesting.


 

23
Suggestion Box / Re: Dramatic Final Death
« on: July 22, 2014, 08:19:19 am »

In my opinion though i don't think a Final Death would be convinient in a multiplayer game, of course adding a permadeath feature whould be interesting and i would love it but the most popular multiplayer based games have abandoned this for other penaldies in order to justify not loosing your character and his progress like in Borderlands 2 or Dark Souls. Instead i think that a character falling in battle should enter a state of Torpor as a penaldy and not be able to play for a fixed amount of time depending on his humanity. Of course you could make things more interesting by adding a few conditions that would in fact bring Final death like maybe death by fire or being Diablerized

Yeah i was thinking mainly about single player. For multiplayer i do agree with some kind of penalty (like curing a wounds in a Torpor for some amount of time sounds good)
Personally i do prefer Permanent death in multiplayer, but only when PC meets some specific circumstances, like
braking masquerade and Prince calls a Bloodhunt on you.  That would be realistic and keeps Players in some order.
Also i would like to see this as a Political power, so it could be  worth of a risk.
What i mean that if we can have some Political points or values and Bloodhunt will be called, Then you will survive.
Youre position should rise up much in a society or in your clan. 

24
Suggestion Box / Dramatic Final Death
« on: July 20, 2014, 10:31:39 am »
Lately this idea crossed mind, to make final death somehow more dramatic.

First i think that it should have couple animations of fall or agony, and non human scream,
before vampire vanish in to dust (like in VTMB)
Idea is to let the player during this agony have a chance of escape from the fight, or to have last chance to
do something to survive like Blood Heal if he has enough blood. 
But after that he would be like in really bad state, can only walk, crawl in some grotesque manner.

Maybe i ask too much, anyway i have to say that in many nowadays games i have no seen a feature like
wounds consequences. Same for enemy and Pc, I can imagine this is complicated part to execute, but probably not
impossible.

even adding different walk animation when wounded can change game  towards more dramatic gameplay.
Screaming in agony enemies slowly awaiting for death when badly wounded would be my dream.
I wonder why in games they avoid this, not many games have death animations as well, in many cases all enemies  die
in the same way.

Wonder if it is really that hard to make , wound animation (behavior) , death animation, with some difference for some
kinds of enemies.
And maybe clan specific wound and death animation for vamps ?

what do you think people ?




 

25
Suggestion Box / Re: Frenzy sequence
« on: July 18, 2014, 03:00:43 pm »
The thing is that when you're not capable of keeping the Beast in check, you frenzy. Essentially,  the Beast takes over.

If you're not feeding enough, the Beast will feed for you. (feeding frenzy)
If you are humiliated or hurt too much, the Beast will seek revenge (rage frenzy)
If you witness a big fire or some other display of sheer power, the Beast might feel threatened and try to flee (rötschreck)

It is your morality (humanity in most cases) that helps you to control the Beast.


Yeah this different frenzy would make nice background for different video sequences. I like that.
but as i know reality (well i'm pessimist) it will be nice to have any improvement over this aspect of VTMB.
Altogether i think that video sequence with all aspects of frenzy,rage,rotshreck,  plus some difference each time when is it played,
and making a some kind of shocking consequences view after will give us full FRENZY.

About multiplayer i'm not big fan of multi so i will pass with my suggestions for this part.
 

26
General Discussion / Empty here
« on: July 15, 2014, 04:10:05 pm »
where are you people ?  :)

27
Suggestion Box / Re: Frenzy sequence
« on: July 14, 2014, 10:14:27 am »
Quote
That's very interesting, but you' ve forgot the point where the beast makes you go to feed.

no i have not. I just make a conception, what would be in this video sequence it's up to dev team.
I would recommend to do not make feed part during frenzy.
Unless it is somehow a part of a video played during this sequence.
Idea is a video sequence not in game animation. As i see it this would be more gore and scary and well mature ?

Reason for this is simple , to skip part where character targets the people,( enemy)
and run in to them which looks silly. This part looks allways the same. so video part with different sequences
IMO is more interesting.

Quote
I think that in multiplayer, FRENZY could be used as a weapon, rather that a "punishment" for keeping your humanity and blood low.
What I mean is, that Frenzy could be used as a weapon, when perhaps, you are weaker or less armed than your enemies. In this case, you would spend all of your blood, intentionally, in order to trigger FRENZY. Frenzy will give you tremendous power, enough to wipe out your enemies.

Well yeah,
I agree but with really really good animations. With the part where character in rage makes a hell  of a mess, blood everywhere,
animation where he literally takes off someones arms and head, eats somebody throat. Where he drinks blood in some sick passion.
Where vampire makes everyone around scared.
If freenzy will look like a sick orgy of blood then yes,
That would be brilliant - but
 
I doubt this is possible. If it is that would be my wish too.





   

28
Suggestion Box / Frenzy sequence
« on: July 11, 2014, 12:34:19 pm »
well somehow I have always feel that frenzy sequence look poor.
when is actually accurate with WtM, many times distracted me from game in a bad way.
Watching how my Vamp walks  into the nearest target and do some bashing is somehow silly.

So the idea is to make it more scary or gore in a form of Video sequence, but with some blank points.
Camera could go around player and close up to the face. Then rage animation of face would be in play, with gore sound of rage.
Like doing some really bad and wild things. obviously there will be blood on the screen and blured background.
Then black screen, face of scared victim. Then blood on the pavement. then black screen. Screaming victim sound.
all those elements can be played in different order each time.
Anyway.

After that sequence i would suggest that we can face consequences of ouer rage. So the bodies will be visible and blood around them.
It should be more like a waking up from traumatic state, from inner horror .


It can be more fun to watch and concerning that rage or frenzy occurs when the beast takes over and not many cainites
remember what exactly has happened.
This kind of Frenzy imo will be more immersive, but i don't know how that can work in multiplayer.
Maybe we should disable frenzy for multiplayer ?
What do you think people ?
 

29
well that's quite ambitious approach. So far as I think it might be worth a try to have something more original than hundreds of heads and torsos and legs to chose from.

Simply put it : Let's make models look according to the Apperiance level, i did a skech of this system, but i did stuck with technical
things. But As far as i can imagine it should be possible.

Idea is to make apperiance dictate how close figure or face is to the canon.
that's the first layer.

Second layer will be Strenght value which will add a visible muscles to the figure.

third will be High and Weight set up by player and Race.

And last, cosmetics adds i think should depend on some history of character, or a simply put Place of Birth.
So to have a scar on your'e face - firs you have to earn it in some background story of your character.

I think that making a good character is more about  fell alike choices, not really milions of no matter choices (just visual ones but with no meaning)
Bear that in mind I would like to have some options like for example to have some story as a mortal.

Friends , family , or enemies. Base actually in the very step of creation of character.
so that will actually will have some influence on story. Not only in penalties and some extra points here and there.
  Anyway i think that what Troika people have try to achive.


 

Pages: 1 [2]