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Werewolves Attacking Wolves - Not Cool - Suggestions to Developers

Giraffon
Giraffon
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I just saw a player change into a werewolf and proceed with attacking a bunch of regular wolves in the area around him.

Me: "Hey, that's not cool Mr. Werewolf, those are your cousins!"
Other Player: "I'm leveling my werewolf."

I'm in a werewolf guild (Bloodmoon Pact), so maybe I'm biased, but does anyone else see a problem here?

Ideas for Developers:
- Killing a wolf or werewolf while in werewolf form does not advance your werewolf skill line
- Wolves are automatically yellow/neutral if you have werewolf blood
- Werewolves are automatically yellow/neutral if you are in werewolf form
- Werewolf world bosses don't have any friends, so nothing changes here
- Werewolves are immune to fear attacks from other werewolves.
- Domestic cats hiss at you if you have wolf blood
- Big cats have a larger circle of detection if you are trying to sneak past them and you have wolf blood
- It is impossible to persuade khajiit if you have wolf blood (they don't like you even if they can't quite put a claw on why.)
- You can intimidate khajiit without the fighters guild skill line if you have wolf blood(they are nervous around you even if they can't quite put a claw on why.)

Anyone have other ideas for unique ways in which werewolves might interact with their environment?

**Please start your own discussion if you wish to RANT about well known werewolf limitations!
Giraffon - Beta Lizard - For the Pact!
  • Lokryn
    Lokryn
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    I like your intentions but I disagree. Just because a character is a werewolf doesn't necessarily mean they care about wolves outside their "Pack". Some werewolves may view themselves as cursed and thus hate wolves. Your suggestion would limit a player's RP in the sense that they are then forced to behave according to these rules. I don't think that would be fair. If you want to RP your character that they revere wolves, then just don't attack them. However, that should be up to each player.
  • Giraffon
    Giraffon
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    An interesting perspective. My idea was that the wolves would be neutral and thus not initiate combat. If you were to attack them, you could and then they would defend themselves just like any other "yellow" NPC in the game.

    The RP angle is interesting and certainly is a good point against removing the ability to level your werewolf by killing wolves. I suppose that would be an interesting RPG angle in that your character hates wolves and rampages them only to find that his curse simply grows in strength.

    How about the cats hissing at you? That was my favorite one. That would be fun right? :-)
    Giraffon - Beta Lizard - For the Pact!
  • Neutronium_Dragon
    Neutronium_Dragon
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    TESO werewolves aren't necessarily concerned about ordinary wolves. While Skyrim did make normal wolves nonhostile (until attacked) when in beast form (not in humanoid form though), that was more feasible in a single player game where quest/dungeon scenarios wouldn't be so readily broken by it (and if they were, the consequences didn't really impact game balance in any meaningful way), and it by no means prevented the werewolf player from attacking or killing wolves.

    Hircine isn't terribly likely to mind this behavior anyway - werewolves are (lore-wise, even if TESO's mechanics are a bit lacking) supposed to be apex hunters, and that includes hunting other hunters, both in Nirn and in the Hunting Grounds.

    None of the other elements here really fit into the TESO lore either - khajiit don't have any special hatred of wolves (beyond perhaps being unfamiliar with them if they're from Elsweyr, where wolves probably aren't very common - witness the "Real live dog!" scam going on in Mistral).

    That said, a "Howl of the Pack" ability similar to the one available in Skyrim would be a nice addition to the werewolf skill line and would cover the "friendly wolf" theme well enough.
  • esothomas
    esothomas
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    lore does not dictate player action, it only serves as a backdrop for mmo shenanigans ;)
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