redspecter23 wrote: »This is a game that will hopefully go on for years. Rebalancing will happen from time to time, You're suggesting that just because I started as a werewolf, then became a vampire, that I should never be allowed to become a werewolf again on that character? Even 4 years from now when werewolves are dominating (speculation)? So my option, if I wish to become a werewolf at that time is to abandon a 4 year old toon and start from scratch, pun intended.
That's a huge no. I really don't think you gave this much thought at all other than from a RP standpoint. In a game such as this, lore and RP can be a factor, but overall balance and player satisfaction should always drive design decisions first.
Ethromelb14_ESO wrote: »If nothing else, the pole results reflect on a small scale just how much of the population don't really role-play and based on a real life perspective, don't want anything to be limited. And for anybody that couldn't understand why there are so many vampires and werewolves, you are witnessing it right now.
In MMOs and probably many other games, most people always want the "edge" before they'll stand their ground and hold their position. It means that people are always "dying" to be stronger even if that means they have to jump from the proverbial cliff of something they originally wanted, so that they can fall in to something they probably don't need, regardless of the impact.
MornaBaine wrote: »I voted yes. I know a lot of people who get cured then come back...and it just makes no sense. The whole idea of vampirism and lycanthropy as being tragic curses is because the conditions are FOREVER. Irrevocable. Final DEATH is your "cure." The ease with which the game lets you flip flop back and forth really cheapens them in my view.
redspecter23 wrote: »This is a game that will hopefully go on for years. Rebalancing will happen from time to time, You're suggesting that just because I started as a werewolf, then became a vampire, that I should never be allowed to become a werewolf again on that character? Even 4 years from now when werewolves are dominating (speculation)? So my option, if I wish to become a werewolf at that time is to abandon a 4 year old toon and start from scratch, pun intended.
That's a huge no. I really don't think you gave this much thought at all other than from a RP standpoint. In a game such as this, lore and RP can be a factor, but overall balance and player satisfaction should always drive design decisions first.
MornaBaine wrote: »Ethromelb14_ESO wrote: »If nothing else, the pole results reflect on a small scale just how much of the population don't really role-play and based on a real life perspective, don't want anything to be limited. And for anybody that couldn't understand why there are so many vampires and werewolves, you are witnessing it right now.
In MMOs and probably many other games, most people always want the "edge" before they'll stand their ground and hold their position. It means that people are always "dying" to be stronger even if that means they have to jump from the proverbial cliff of something they originally wanted, so that they can fall in to something they probably don't need, regardless of the impact.
Some day they will make a game FOR roleplayers... Someday....
*insert sad, long suffering sigh here*
Whisper292 wrote: »There's no black and white, even in the real world, and especially in roleplay. I'm in one guild where a group of radical priests of Arkay are trying to force cures. It has been speculated that if a cure was forced on one of us, that someone else in the clan could just turn them again. Switching back and forth by choice might be cause for other considerations, but you never know what will come up with game mechanics and roleplay. I vote no.
AlexDougherty wrote: »I can't see why a cure woud make you immune to the condition.
Ethromelb14_ESO wrote: »AlexDougherty wrote: »I can't see why a cure woud make you immune to the condition.
It's because from a RP aspect the cure would be coursing through your character's veins, making it impossible to ever become a full blown vamp/ww again, but you can still become sick from the disease.
This thread was basically over after this first post.In a MMO, permanent choices like this are impeded largely by changing game mechanics, which a player cannot foresee or control.
Thus, I vote no. : )
Whisper292 wrote: »There's no black and white, even in the real world, and especially in roleplay. I'm in one guild where a group of radical priests of Arkay are trying to force cures. It has been speculated that if a cure was forced on one of us, that someone else in the clan could just turn them again. Switching back and forth by choice might be cause for other considerations, but you never know what will come up with game mechanics and roleplay. I vote no.
Ethromelb14_ESO wrote: »Not necessarily. In order to make a game fun it needs to first be considered from a RP standpoint.
Ethromelb14_ESO wrote: »I mean curing the full condition, meaning they are a full fledged vampire and or werewolf. However, after being cured they can still contract the disease, but it only causes negatives to their stats rather than giving the opportunity to be turned again. This could also control the population of vamps and werewolves. It would add a sense of realism for many, and ultimately make a player want to be sure of their choice. I think it also will stress these are dark gifts not easily acquired and should be taken "seriously".
Merlin13KAGL wrote: »Ethromelb14_ESO wrote: »I mean curing the full condition, meaning they are a full fledged vampire and or werewolf. However, after being cured they can still contract the disease, but it only causes negatives to their stats rather than giving the opportunity to be turned again. This could also control the population of vamps and werewolves. It would add a sense of realism for many, and ultimately make a player want to be sure of their choice. I think it also will stress these are dark gifts not easily acquired and should be taken "seriously".
@Ethromelb14_ESO, if you offered more choices, you might get more poll results, even adding a simple 'Yes' or 'No.'
On that, I vote 'No.' There are many factors involved here. I expect, at some point, they will expand the line. Being unable to foresee that, people should not be banned from the option later. Perhaps a more difficult quest to reacquire and 'Prove your worth," etc.
If it is to be the way your suggest, then longevity should produce more power (a fairly normal benefit in vamp related lore.) Generally, the longer you've had the gift, the worse your negative become, but the greater your benefits.
And I'm not talking short term regarding Stages or L1-10.
A vamp of two weeks was to be feared. A vamp of 100 years was a force to be reckoned with, respected by the greatest monster hunters that would dare tread nearby, and normally given a very wide berth.
Ethromelb14_ESO wrote: »redspecter23 wrote: »This is a game that will hopefully go on for years. Rebalancing will happen from time to time, You're suggesting that just because I started as a werewolf, then became a vampire, that I should never be allowed to become a werewolf again on that character? Even 4 years from now when werewolves are dominating (speculation)? So my option, if I wish to become a werewolf at that time is to abandon a 4 year old toon and start from scratch, pun intended.
That's a huge no. I really don't think you gave this much thought at all other than from a RP standpoint. In a game such as this, lore and RP can be a factor, but overall balance and player satisfaction should always drive design decisions first.
I'm actually not suggesting anything. I'm asking a question.
I want my achievements for both then I'm going back to being a vamp. If I want to change my build then I want that option. If for some reason it is changed then I was Achievements to be account wide not character bound.