ZaroktheImmortal wrote: »ZaroktheImmortal wrote: »Honestly I get tired of people complaining about oh this breaks lore. Thinking more on if it fits lore to 'is this fun'. At the end of the day it's a game and the most important thing for me is that it's enjoyable to play. And playing a character who can't do anything a good portion of the time is not enjoyable.
And I value internal consistency more than gameplay mehcanics. Why is your opinion more important than mine?
So all vampire players should have to not be able to play the game a good portion of the time cause it 'breaks lore' for you? Why should everyone who plays vampires in the game have to their game pretty much unplayable to appease you? At that point few if any would bother playing a vampire simply because they'd be unable to play the game. You want a game where you can't go out in the sun without taking damage? Play Morrowind. This is an MMO where we literally cannot just pick what time of day it is.
I was just making a point about you telling people to stop "crying about lore". Some people don't want the lore and setting to be butchered at the altar of "muh gaymeplei". You obviously can't make an MMO where you can only play 1/3 of the time, don't be daft.
And I value internal consistency more than gameplay mehcanics.
I was just making a point about you telling people to stop "crying about lore". Some people don't want the lore and setting to be butchered at the altar of "muh gaymeplei". You obviously can't make an MMO where you can only play 1/3 of the time, don't be daft.
No.
You saidAnd I value internal consistency more than gameplay mehcanics.
so the point you were making was that YOU do not value gameplay mechanics over lore consistency.
You do not get to make a very clear statement about your preferences and then when someone calls you on them being illogical turn around and claim it was their fault.
I was just making a point about you telling people to stop "crying about lore". Some people don't want the lore and setting to be butchered at the altar of "muh gaymeplei". You obviously can't make an MMO where you can only play 1/3 of the time, don't be daft.
No.
You saidAnd I value internal consistency more than gameplay mehcanics.
so the point you were making was that YOU do not value gameplay mechanics over lore consistency.
You do not get to make a very clear statement about your preferences and then when someone calls you on them being illogical turn around and claim it was their fault.
I could quote several of my older posts where I say that you obviously can't put sun damage into an MMO. Here's one from 3 days ago, cba going back further.
"Skyrim completely ruined TES Vampires with the removal of sun damage. I get why they did it, but it still took away from the experience. "
I was just making a point about you telling people to stop "crying about lore". Some people don't want the lore and setting to be butchered at the altar of "muh gaymeplei". You obviously can't make an MMO where you can only play 1/3 of the time, don't be daft.
No.
You saidAnd I value internal consistency more than gameplay mehcanics.
so the point you were making was that YOU do not value gameplay mechanics over lore consistency.
You do not get to make a very clear statement about your preferences and then when someone calls you on them being illogical turn around and claim it was their fault.
I could quote several of my older posts where I say that you obviously can't put sun damage into an MMO. Here's one from 3 days ago, cba going back further.
"Skyrim completely ruined TES Vampires with the removal of sun damage. I get why they did it, but it still took away from the experience. "
Sure. I completely agree.
How does that help move THIS discussion forward?
I would just like to add that I believe that actual Day / Night cycles in ESO would be badass IF we had meaningful avenues of gameplay and a fully fleshed out vampire system a-la Vampire The Masquerade. I would ADORE it if ESO had fully realized sewers and crypts below all the cities so that Vamps could RP, explore, travel around the city and interact with the underworld or with whatever during the day. Hell, even rare drop or crafted daylight rings would be preferable to just having sun damage ignored.
SO what?! That isn't the game we have. If zos added it I would sub for life.
Regardless, all this is far, far beyond the scope of these discussions. We have a trainwreck of a vampire overhaul as a matter at hand and it would be nice to get as many people as possible to offer constructive feedback and pressure ZOS into fixing this garbage.
You seem passionate about vampires, your positive contribution would be greatly appreciated, if you would make some.
I was just making a point about you telling people to stop "crying about lore". Some people don't want the lore and setting to be butchered at the altar of "muh gaymeplei". You obviously can't make an MMO where you can only play 1/3 of the time, don't be daft.
No.
You saidAnd I value internal consistency more than gameplay mehcanics.
so the point you were making was that YOU do not value gameplay mechanics over lore consistency.
You do not get to make a very clear statement about your preferences and then when someone calls you on them being illogical turn around and claim it was their fault.
I could quote several of my older posts where I say that you obviously can't put sun damage into an MMO. Here's one from 3 days ago, cba going back further.
"Skyrim completely ruined TES Vampires with the removal of sun damage. I get why they did it, but it still took away from the experience. "
Sure. I completely agree.
How does that help move THIS discussion forward?
I would just like to add that I believe that actual Day / Night cycles in ESO would be badass IF we had meaningful avenues of gameplay and a fully fleshed out vampire system a-la Vampire The Masquerade. I would ADORE it if ESO had fully realized sewers and crypts below all the cities so that Vamps could RP, explore, travel around the city and interact with the underworld or with whatever during the day. Hell, even rare drop or crafted daylight rings would be preferable to just having sun damage ignored.
SO what?! That isn't the game we have. If zos added it I would sub for life.
Regardless, all this is far, far beyond the scope of these discussions. We have a trainwreck of a vampire overhaul as a matter at hand and it would be nice to get as many people as possible to offer constructive feedback and pressure ZOS into fixing this garbage.
You seem passionate about vampires, your positive contribution would be greatly appreciated, if you would make some.
The thing is, this isn't VtM: Online.
If they put too much effort into what are essentially novelty skills, people would get angry because there are so, SO many things broken and/or missing from the game still after all these years. How about the fact that we *STILL* have no viable melee magicka options when battlemages were such an iconic thing. Where are the summon weapon skills? Where is illusion magic? The whole system of "classes" was a stupid idea in the first place. Why? Because after all the balancing and tweaking, every class plays pretty much exactly the same with few differences so what's the point?
Spectral_Force wrote: »I don't think it's appropriate to call for any sort of consistency when it comes to vampirism in Elder Scrolls. When you look at how it functions in different games throughout the series, it's anything but consistent. In Daggerfall, vampirism gives you flat bonuses, and you have to continuously feed if you want to fast travel or rest to regenerate resources, i.e. not feeding made you weaker; you also took sun damage (as well as damage from holy places) whether you were fed or starving. In Morrowind, you couldn't feed at all, and also took sun damage always. In Oblivion, you got stronger the longer you went without feeding, but also suffered more drawbacks; you didn't take sun damage if you were at Stage 1 (well-fed). In Skyrim, you also got more strengths and weaknesses the longer you went without feeding, but you no longer took sun damage. And that's only if you look at "strengths and weaknesses" in general and sun damage. If you were to pick them apart in terms of their exact advantages and disadvantages, the special abilities they get access to, how you get cured, and how obvious it is to others/how "illegal" it is to be one, you will see increasingly less consistency. One thing is consistent, however: every ES game introduces a different strain of vampire, which is primarily a way to explain why vampirism works differently in every game.
ESO is no different: it's a different strain of vampirism and doesn't have to function like in other games. I will give you that reversing how vampire stages work breaks internal consistency in ESO itself, sure, and the whole "Lamae just changed her mind so her vampires are now different" is a blatant retcon, but that's to be expected from a game that's being continuously updated and overhauled and rebalanced. I will argue, however, that from a strictly gameplay perspective, feeding to get stronger was a good decision. It's game design 101: you have an optional mechanic (feeding) that takes some effort on behalf of the player (going out to hunt some NPCs). If you want the player to engage with that mechanic, you want to reward them for the effort (make their character stronger). Pre-Greymoor, vampire characters would never feed, because why bother if that will make you weaker in almost every way? Granted, for some trials with excessive fire damage you would drop yourself back to Stage 1, but 4 was the "default" stage. How well ZOS succeeded at incentivising players to feed to advance their stage? Just look at the general reaction on the forums. But reversing vampire stage effects was fundamentally a good decision.