I think feeding should remove the fire debuff. That should be enough to make sure players keep feeding themselves.
dtm_samuraib16_ESO wrote: »Also adds to Lore and immersion, at least for me.
I think feeding should remove the fire debuff. That should be enough to make sure players keep feeding themselves.
And/or bring our skin color back to original.
SkoomaAddict420 wrote: »They also need to be weaker in the day and more powerful at night. Even connon is destroyed in TESO where Tamriel mechanics are concerned. The hole point of Bethesda making The Elder Scrolls was to give cause and effect in their world of Tamriel with such things as Fallout ' s I like you, I don't like you system for example...
starkerealm wrote: »SkoomaAddict420 wrote: »They also need to be weaker in the day and more powerful at night. Even connon is destroyed in TESO where Tamriel mechanics are concerned. The hole point of Bethesda making The Elder Scrolls was to give cause and effect in their world of Tamriel with such things as Fallout ' s I like you, I don't like you system for example...
The problem with this is, in single player games you can rest and push the clock forward. It's why you could have vampires in earlier games that would go up like a roman candle in the midday sun.
With ESO, because everyone's on the same clock, that's not possible. Meaning you'd have to schedule you're real play time around the in game clock.
The lore justification is that the Lamae strain (the strain in ESO) is completely immune to sunlight. In theory, the Lamae strain is supposed to be enhanced by moonlight, though that's barely in the game.
In contrast, Skyrim's vampires were Vulkahar (with the incredibly rare Vampire transform), Oblivion's were the Cyrodillic clan (with their ability to pass for human), Morrowind had three clans, though none of them had any special traits on par with the later games. Daggerfall had a metric crap ton, though I don't think there was really anything that distinguished them.
dtm_samuraib16_ESO wrote: »Yes, not enough.
That's minor stuff.
I want actual BAD things upon the lack of food for prolonged time.
Up to death.
This for instance is dealt with in the DB DLC: 2 hour counters per stage, if I got that right.starkerealm wrote: »Ultimately, you will, from time to time, find yourself in situations where you can't feed for the next hour or two.
To this I can say: set the timer to 30 minutes upon death for the player to feed.starkerealm wrote: »Furthermore, "death" in what context? It kills the player? Then what? It immediately kills them again on resurrection, because they're in the same exact situation as before?
I never mentioned sunlight.starkerealm wrote: »Things like sunlight vulnerability are fine in a game where you can kick the clock forward. But in ESO your only choice there would be to log off for four hours. Which is why ESO actually goes out of its way to say, "no, no, no, these vampires are immune to sunlight."
Well, do say why...Uriel_Nocturne wrote: »Vamps forced to feed?
No.
Just... no.
OOOH, how CUTE...Cherryblossom wrote: »Those of us belonging to the temprance society and wear our black ribbons with pride, want nothing to do with this evil vile creature try to tempt those of us struggling with this addiction.
I would ask for understanding from our humaniod brothers and sisters, who are left unmolested by us that refuse to succum to our base desires for Blood.
dtm_samuraib16_ESO wrote: »and making it that a Vampire HAS to feed to live, as it should be.
Actually, it is a reaction.dtm_samuraib16_ESO wrote: »Well, do say why...Uriel_Nocturne wrote: »Vamps forced to feed?
No.
Just... no.
Just no is not a reaction.