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Messages - ivan4041

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16
General Discussion / Re: 13 Clans ?
« on: August 26, 2014, 08:07:04 pm »
I Think this clans such  Lasombra, Tzimisce Assamite, Ravnos, Setite and Giovanni disturb the atmosphere in the game. Because on story we play for camarilia. And this clans no relation with camarilia doesn't have. But we maybe can include Lasombra Antitribu because he join to camarilia.

I really doubt they are going to just slap the 6 remaining clans to the original ones in the sarcophagus arc, don't worry. They did say in this thread that they are going to introduce these clans, nobody said they are going to be playable in the original storyline or playable at all. However I really disagree that Bloodlines cannot accomodate every clan and bloodline, any clan will be a welcome addition regardless if playable or non playable.

17
Should we keep the suggestion in the order of the progression in the game?

Because one of the first things the player explores are the sewers, and they can do with a little remodelling, I think. Extra textures for the walls and seiling, maybe unique, or rare textures in the different sewer systems. I've had atleast 2 people that dropped the game when it reached the sewer levels, so I guess the atmosphere can be made more compelling.

Another thing is the water in the sewers- can it be made more realistic as we are accustomed to seeing it in modern games? I mean different hues, muddy outlines here and there, light reflection, ripples made by you and the rats, maybe small floating objects that can be kicked around. I think that was one of the most neglected areas of the game.

18

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.
 

I can get behind that. Your muscle and bone structure can and maybe should (though it's not canon) be compared to the character's Strength and Appearance. For example I have 2 Appearance and my guy can be short and pudgy, or tall and skinny, and any other variation. Once I put points in Appearance or Strength a pop-up should ask me whether I want to update my model (not my face). In this game appearance should matter and should be reflected so I think this limiting mechanic should be implemented.

In any other case - clothes, accessories, if it fits, it should be ok.

The face should be different according to the clan and nothing else. It's the thing the players associate most with and should not be changed in the course of gameplay. Also I have to ask, do you plan on making new hairstyles, eyes, noses etc? I imagine that choosig and combining presets would be preferable to adjusting sliders, but maybe that's just me.

19
Some of the maps are quite empty and some of them look quite unfinished.. They could be reworked, some new buildings can be added instead of the fake 2d picture ones..

For instance, you can't pass santa monica peer sign and all buildings on that road seems to be made out of 2d pictures..


I agree, you are very right.

Backgrounds should be very important considering how much time the player spends in each of the missions. For example I think the backgrounds to Hollywood could have been fantastic if the mansions, hills, lights were done better. The mission hubs are small and restricting enough to not have a sense of the broader world.

Also I've always admired the eyes on the character models. Can we somehow improve that or get more of it. Maybe deepen the shade of blue for Lacroix, add a glare or two somewhere, add an animations where the model leans over and looks at you, combs his hair backwards, winks. Stuff like that.

I think fire could be done better, especially how dangerous it is to Kindred. But if that's more animation than a modeler should do, let me know, I'll stop :)

And if we could have an amazing starry night on mission with the werewolf it would be awesome.


20
Suggestion Box / Yes and No for the classic Disciplines
« on: August 13, 2014, 12:00:17 am »
While VtM:Bloodlines had a fair bit of balance, some understandable changes were made to the classic Disciplines. I always thought that was kinda disappointing seeing as though they didn't even try to explain why the main character could develop them so differently then the canon in the books.

But now that a Multiplayer is planned there is chance to see more of the classic disciplines, seeing as they are kinda the pillar of Vampire supremacy over one another and I would argue that every single one can be incorporated in the game and serve a viable function.

For example Thaumaturgy:Path of Blood

* A taste of Blood - It can be used to realize how much blood a vampire has currently, and other information like for example his Disciplines. Success at this Discipline should vary accordingly. Also diseased mortals could be implemented and Tremere could be the only ones to easily spot them out and not get infected.
** Blood Rage - as in the game
*** Blood of Potency - It would be cool if the original intent of the Discipline was implemented - bigger Blood pool and a chance to spend more of it of Blood Buff. Accordingly Blood Buff can be made more powerful and much more draining.
**** Theft of Vitae - Blood Strike can be repurposed for this, though the animation has to be tweaked a little.
*****Cauldron of Blood - Should be made in a high-risk, high-reward melee attack.

The only limitations that exist stem from the fact that some Disciplines like Dominate, Presence and Auspex are very social. Though I do think all of them would work in a computer game, atleast on mortal NPCs, the scope, themes and mechanics of the game should (if you want them included) match the Disciplines.

I hope that this topic can give ideas for an efficient and cool way the original intended Disciplines can be incorporated in the game. Anyone?

21
I was thinking that right now the Feat system can get just that little bit stale because if you wanted to explore you needed only have high Hacking, Stealth and Lockpicking, right. Why not have different gameplay paths in the new content that offered a new way out with other abilities. For example you could break into a house with a rusted lock with Strength + Stealth (considering that buffing the Strength would always work, but without Stealth it would be noisy). Or if you are in a conversation and the other guy tries to flee into traffic and having Celerity or Wits 3 and above will give the option to "Catch up to him", otherwise you could "Let him go".

The feat system is awesome and does a lot for the game and to help players not minmax 1 ability. However in time it can become their build not because that's how they picture their character operating, but because that's what they've come to expect the game will throw at them. It would be amazing if even more diversity was given to the gameplay and players could find to utilize some of these shortcuts. Right now a physical character just has to mow down everyone Doom style.

22
Suggestion Box / Re: Dramatic Final Death
« on: August 12, 2014, 10:59:08 pm »
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.

It would be nice if the multiplayer "going into torpor" cutscene was made more interesting with a visual effect. I had this idea about hearing cryptic words from ages past, or your relatives when falling into torpor. That would be cool because it would show people that the vampire should've died but the curse kept him alive and maybe gived him a glimpse of something nobody else can see. This can be a subtle way the nature of the immortality of vampires, their occult existance, and the expanse of time concepts can be explored and a boring and frustrating cutscene like "falling down" can be mixed in something epic. If you want to make it a step further there things should be customized according to your clan, gender and Disciplines, god knows there's enough to work with in the books.

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.

23
Suggestion Box / Re: Frenzy sequence
« on: August 12, 2014, 10:22:53 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.

We cannot expect a full implementation of Rötschreck frenzy in the current singleplayer, because I don't think the game is designed with that in mind. Mostly you don't get to see fire on one hand, on the other it would make the Malkavian mansion mission almost unplayable. It would be weird if flamethrowers made you frenzy but burning buildings didn't. Besides aggravated damage makes you frenzy just like any other. However it is very possible and interesting to have missions and levels designed with that in mind and for that the Courage virtue should be implemented.

My suggestions:

I understand a Willpower system is going to be implemented. This is a great way to spend temporary willpower points. It would be great if the player could use the "feed" and "attack" key to drive the beast. This system is used in WoD. That way players can minimize the damage and make smart decisions, especially if Willpower is made a precious resource (which it should be).

It would be realistic if the player could get some Blood in Elysium areas, because nobody will let him frenzy there. Ofcourse he should be charged quite a bit for that and if he can't pay, he wouldn't be let in on the verge of Frenzy (nobody is that generous or stupid).

It would be nice (and kinda goofy, but let me explain) if the player received messages like "The beast hungers", "The beast is frightened" before the Frenzy occurs. Right now there is no dramatic build-up and people who enjoy this mechanic the most are pen-and-paper players who know it's implications. Frenzy should have repurcussions (more than using Disciplines to break the masquerade) so a proper warning and build-up should be present.

Multiplayer frenzy can be tricky, because I think the first thing the Beast would want to do is drink the other player up. That should totally be enabled and be part of the Strength+Brawl roll every tick. I think running away should be made an option during frenzy in these cases (at the expense of Willpower ofcourse), and when you do, you should go to back alley and automatically drink someone. This will make the beast predictable and it will be all down to the player to choose where he will do it, before anyone catches up.

Lastly if we are to explore different types of frenzy. The virtues of Self-control and Courage should be present for the purpose of level design and social-type frenzy. Vampires in WoD are volatile creatures and in the new content it would be great if that is present and it would give characters more depth (Having daredevil types and cool and calculating types). It would be cool if different multiplayer "chronicles" or maps or whatever they will be called revolved around one of these themes, as the WoD explained some of the various themes inherent to the WoD and how they shouldn't very well get mixed and served at the same time.

PS Conscience anyone? Why would we need conscience if the player is automatically losing humanity? Lets think of something.






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