MornaBaine wrote: »Oh Morna, how did I know that this thread would be yours. : P
Still fighting the fight, I see.
Are we still harping on that whole "Ravenwatch can hide, so I can too" argument? Do I have to debunk it all over again in this thread too?
And no doubt you will once again trot out your, "These NPCs are special snowflakes and you, player scum who pays a subscription, cannot be like them! You will never be as special! You MUST remain different and lesser! No matter how many Vet levels you have or how vast your magicka pool! Or how many months you've been subscribed! You are bloodfiend scum and you can NEVER rise above it! Because.... lore!"
LOL Yes, I'm picking on you but I hope you'll take it in the spirit intended because I don't dislike you and you're one of the few people who can actually have a rational debate on this subject.
But once again I'm going to have to say that "because lore" does not cut it as an argument AGAINST being able to hide vampirism. For a few reasons. We don't actually KNOW how Ravewatch does it but there's every bit of good reason to believe it's just as easily the result of him being a powerful MAGE and NOT the result of his special snowflake relationship with Molag Bal. EITHER could be true. Also, IF ZoS decides to implement a way for this to happen for players... it BECOMES lore. And it can CERTAINLY be done in a lore-friendly way that does not invalidate or circumvent previous lore. In fact, the more I've turned it over in my head since first beginning to consider this subject, the "because lore" argument actually ends up being one of the weakest ones.
And there is no more of a "because lore" reason NOT to change the whole shebang of how vampires look and how the Stages work than there is to never change how Templar skills work. Skills and classes will FOREVER be changing as the game grows. Should we not have Spellcrafting because since thus far all the spells your Mage has had access to are now part of "lore," ( and since adding new ones or taking away old ones would somehow invalidate that "lore,") it can't be done? Of COURSE it can be done! It WILL and SHOULD be done. Same for vamps. That is all.
MornaBaine wrote: »I supremely dislike it when people have the notion that no matter what accommodations are made to make them happy, they are still adamant that it's perfectly fine for others to be unhappy. And no, what you are REALLY saying is, "You are either willing to accept ESO's version of vampires without ever daring to advocate for change like you would TO ANY OTHER SKILL LINE or you just can't be a vampire." And that, Sir, is unacceptable.
MornaBaine wrote: »I supremely dislike it when people have the notion that no matter what accommodations are made to make them happy, they are still adamant that it's perfectly fine for others to be unhappy. And no, what you are REALLY saying is, "You are either willing to accept ESO's version of vampires without ever daring to advocate for change like you would TO ANY OTHER SKILL LINE or you just can't be a vampire." And that, Sir, is unacceptable.
MornaBaine wrote: »Oh Morna, how did I know that this thread would be yours. : P
Still fighting the fight, I see.
Are we still harping on that whole "Ravenwatch can hide, so I can too" argument? Do I have to debunk it all over again in this thread too?
And no doubt you will once again trot out your, "These NPCs are special snowflakes and you, player scum who pays a subscription, cannot be like them! You will never be as special! You MUST remain different and lesser! No matter how many Vet levels you have or how vast your magicka pool! Or how many months you've been subscribed! You are bloodfiend scum and you can NEVER rise above it! Because.... lore!"
LOL Yes, I'm picking on you but I hope you'll take it in the spirit intended because I don't dislike you and you're one of the few people who can actually have a rational debate on this subject.
But once again I'm going to have to say that "because lore" does not cut it as an argument AGAINST being able to hide vampirism. For a few reasons. We don't actually KNOW how Ravewatch does it but there's every bit of good reason to believe it's just as easily the result of him being a powerful MAGE and NOT the result of his special snowflake relationship with Molag Bal. EITHER could be true. Also, IF ZoS decides to implement a way for this to happen for players... it BECOMES lore. And it can CERTAINLY be done in a lore-friendly way that does not invalidate or circumvent previous lore. In fact, the more I've turned it over in my head since first beginning to consider this subject, the "because lore" argument actually ends up being one of the weakest ones.
And there is no more of a "because lore" reason NOT to change the whole shebang of how vampires look and how the Stages work than there is to never change how Templar skills work. Skills and classes will FOREVER be changing as the game grows. Should we not have Spellcrafting because since thus far all the spells your Mage has had access to are now part of "lore," ( and since adding new ones or taking away old ones would somehow invalidate that "lore,") it can't be done? Of COURSE it can be done! It WILL and SHOULD be done. Same for vamps. That is all.Morna.
Of course you won't offend me. : )
But I personally find the lore, at least regarding Ravenwatch being a completely different strain than the player characters, to be rather cut and dry.
I just dislike the argument involving him as an example, because it is rather straightforward that he's a pureblood and player vamps are not, thus not having his range of vampiric powers.
Don't really have a problem w/ it being done in a lore-friendly way if they decide to go that route (though I personally may disagree w/ it from a purist standpoint, it really doesn't effect me much), but definitely do not want some sort of "suddenly, Noxiphilic vamps can now hide what they are" retcon to happen.
PS) Alva and Laelette were both from a strain of vampirism that could reportedly hide their appearance, as they were turned by Movarth Plinth (well, Laelette was turned by Alva, who was turned by Movarth), who was turned by the author of Immortal Blood, a Cyrodiliic vamp.
Purely speculation here, but it could stand to reason that since there was a healthy cell of Cyrodiliic vamps operating in Skyrim, at least some of the npc vamps that you come across in the game could also be of that bloodline.
LOL Morna. There's no Accomodations made to make folks "happy." There have been changes to make the game more balanced and fair from a competitive stand point. That is a far cry from making people "happy." This thing you want is fluff IMO and doesn't carry the weight of true balance issues.
People aren't saying you can't have an opinion or advocate for what you want. That's what these forums are for. But time and time again the overwhelming majority of respondents indicate it's just not that important nor necessarily a "good" idea...shrug. Is what it is. Making a new poll or thread and saying the same thing from a different angle isn't going to change anything.
That said, I've long held that I believe the fast progression through vamp stages is prohibitive in a play balance sense and should be reworked. It will be more apparent when the justice system rolls out.
The way vampires look is not like anything related to any "skill" line. It's not how the vamps "look" that matters it's what "stage" they are in that matters and works with the game design. Correct me if I'm wrong but hasn't ESO determined the way vampires "look" in the early stages will let them function normally in towns and around people? ... shrug.
Once again, what "matters" here is the actual effect to game play and that would be the vamp stage progression time-frame.
Thrymbauld wrote: »That isn't what this poll states at all. It says nothing about keeping later stages. It says nothing about a general dissatisfaction with a game mechanic(not appearance itself, mind, stage 1 length is a mechanic).
Everything full circle to where it is now. Now the raging debate isn't about hiding anything, per EVERY SINGLE POLL CHOICE, but rather a decided crusade to either change the models or change the mechanics.
I see nothing at all wrong with making the stages longer---if that'd been a poll offering, I might have actually been able to participate. Having to feed every half hour to maintain a particular stage is a decidedly clunky mechanic that presents itself far too quickly. It's a much better starting point.
As far as ugly models go......good luck, and I mean that seriously. There's nothing wrong with wanting them, but expecting a genuine retexture before a full expansion with graphic updates is a long shot at best.
MornaBaine wrote: »I keep seeing people say that about vamps "needing" to be detectable in PvP but my question is... WHY? Why do they need to be MORE detecable than any other foe on the field? My own feeling is that "Get the healer!" is still Job One!
Because they are more powerful than your average bear. See it's like this...
You know how (maybe you don't so I'll explain..no sarcasm here) a guy, man male human has female radar. They just "know" there is a woman right there. That movement in the corner of their eye..woman. If it's not a woman they don't even bat an eye. If it is, they take note and look if they are your average horn dog guy. Trust me...they all look. Some more obvious or subtle then others but they all take note. Now what is it that makes guys "know?" We know. We pick up on the nuance of movement, gate, speed, bounce then sound and of course smell.
All that said in a video game those types of nuances a vampire hunter or survivor might pick up on are not present. All characters move the same. They have the same builds, same run, same walk same jump, same sneak, same attacks, same speed same sounds and no smell. The vampire class is more powerful overall (as evidenced by why so many choose to be one. I'm confident in my assertion that if Vamp class was weak there would be FAR fewer of them) and since it is more powerful those nuances I spoke of that vampire hunters and others intent on surviving day to day would notice are simulated through the exaggeration of physical characteristics and thus evening the playing field.
That is why it is important. Balance Grasshoppa.
The day may come as suggested in 1.5 where vamps will be readily apparent through passive abilities. If so then I would say appearance of vampires in general wouldn't matter other than as a creative prerogative of TES and ZoS.
Sorry to double post but I'm going to quote from one of your other threads in response to the balance issue-MornaBaine wrote: »I keep seeing people say that about vamps "needing" to be detectable in PvP but my question is... WHY? Why do they need to be MORE detecable than any other foe on the field? My own feeling is that "Get the healer!" is still Job One!
Because they are more powerful than your average bear. See it's like this...
You know how (maybe you don't so I'll explain..no sarcasm here) a guy, man male human has female radar. They just "know" there is a woman right there. That movement in the corner of their eye..woman. If it's not a woman they don't even bat an eye. If it is, they take note and look if they are your average horn dog guy. Trust me...they all look. Some more obvious or subtle then others but they all take note. Now what is it that makes guys "know?" We know. We pick up on the nuance of movement, gate, speed, bounce then sound and of course smell.
All that said in a video game those types of nuances a vampire hunter or survivor might pick up on are not present. All characters move the same. They have the same builds, same run, same walk same jump, same sneak, same attacks, same speed same sounds and no smell. The vampire class is more powerful overall (as evidenced by why so many choose to be one. I'm confident in my assertion that if Vamp class was weak there would be FAR fewer of them) and since it is more powerful those nuances I spoke of that vampire hunters and others intent on surviving day to day would notice are simulated through the exaggeration of physical characteristics and thus evening the playing field.
That is why it is important. Balance Grasshoppa.
The day may come as suggested in 1.5 where vamps will be readily apparent through passive abilities. If so then I would say appearance of vampires in general wouldn't matter other than as a creative prerogative of TES and ZoS.
I think that hiding your vampirism should take some effort, for example I have created a dark elf covered in full body paint. I've not gotten them vamped yet, but the theory is that it will obscure some of the white skin effect. Additionally many just use disguises like the skeleton to obscure their vampire nature but as most do that it, you can usually guess anyone wearing it is probably a vamp. With the fighters guild changes coming those wanting to hunt vampires will be able to do so easily by investing skill points which seems a fair trade off. I don't think it should ever be something that can be completely obscured as that is part of the trade off system. The vampires have far fewer trade offs for their uptake in ability than a werewolf does.
Have you ever considered that it's become personal for some and that your approach and attitude might be some cause for the pushback? You make it personal when you attack people that have as valid an idea/concept/reason as yours. The intractability causes contention. Seriously. My observation is that reasonable counter arguments are met with the same scorn your claim comes your way. Not attacking you. I respect your right to push for what you want. I'm just sayin...
Like I said. It's become an emotional thing and not necessarily a rational thing IMO. You said it yourself. You "HATE" the current standard for vamps in ESO. Making it personal is like putting blood in the water.
That others who support your position don't come to the forums might be a valid point but then there are others that don't support your position that also do not come to these forums for whatever reasons. In any case you can make that assertion but I think we really have to stick with using the community that does participate in the forums as our barometer.
Vampirism should not be hidden. Period. If it isn't hidden, then vampires shouldn't be allowed roaming around in broad daylight without some major consequences...
Vampirism should not be hidden. Period. If it isn't hidden, then vampires shouldn't be allowed roaming around in broad daylight without some major consequences...
Still_Mind wrote: »I think a lot of people in this thread who are ardently against hiding vampirism forget one thing - in TES lore, vampires are *supposed* to be able to pass for normal humans\elves\beastmen, even up close.
Still_Mind wrote: »I think a lot of people in this thread who are ardently against hiding vampirism forget one thing - in TES lore, vampires are *supposed* to be able to pass for normal humans\elves\beastmen, even up close.
There are numerous gameplay reasons that vampires should be easily identifiable, the least of which is PvP, but the more prudent being the vampire wearing full armor in a dungeon that doesn't reveal their affliction and gets bombarded with fire.
I shouldn't have to use an add-on to see active effects on someone to tell what they are. You're playing an MMO, not a single player adventure. Your immersion should take a hit for the sake of conveying information to other players in a non-intrusive way.
If your glowing red eyes at stage one is such a bad thing then you shouldn't have become a vampire. The otherworldly presence of a stage 1 and 2 vampire is actually quite neat.
Hiding it? No. Rebalancing the stages to make staying at stage 1 and 2 more feasible is what they should do. I don't know why staying at stage 1 is such a big deal to the developers since you are, arguably, the weakest at stage 1.
Still_Mind wrote: »I think a lot of people in this thread who are ardently against hiding vampirism forget one thing - in TES lore, vampires are *supposed* to be able to pass for normal humans\elves\beastmen, even up close.
There are numerous gameplay reasons that vampires should be easily identifiable, the least of which is PvP, but the more prudent being the vampire wearing full armor in a dungeon that doesn't reveal their affliction and gets bombarded with fire.
I shouldn't have to use an add-on to see active effects on someone to tell what they are. You're playing an MMO, not a single player adventure. Your immersion should take a hit for the sake of conveying information to other players in a non-intrusive way.
If your glowing red eyes at stage one is such a bad thing then you shouldn't have become a vampire. The otherworldly presence of a stage 1 and 2 vampire is actually quite neat.
Hiding it? No. Rebalancing the stages to make staying at stage 1 and 2 more feasible is what they should do. I don't know why staying at stage 1 is such a big deal to the developers since you are, arguably, the weakest at stage 1.
Dude, a player being a vampire is the least of your concerns in pug groups. As long as you can't see the setup and spec, vampirism is not even in top 3, unless they're the tank in a fire-heavy dungeon (damage shields don't care about fire vulnerability), but that's quite another matter...Still_Mind wrote: »I think a lot of people in this thread who are ardently against hiding vampirism forget one thing - in TES lore, vampires are *supposed* to be able to pass for normal humans\elves\beastmen, even up close.
There are numerous gameplay reasons that vampires should be easily identifiable, the least of which is PvP, but the more prudent being the vampire wearing full armor in a dungeon that doesn't reveal their affliction and gets bombarded with fire.
I shouldn't have to use an add-on to see active effects on someone to tell what they are. You're playing an MMO, not a single player adventure. Your immersion should take a hit for the sake of conveying information to other players in a non-intrusive way.
If your glowing red eyes at stage one is such a bad thing then you shouldn't have become a vampire. The otherworldly presence of a stage 1 and 2 vampire is actually quite neat.
Hiding it? No. Rebalancing the stages to make staying at stage 1 and 2 more feasible is what they should do. I don't know why staying at stage 1 is such a big deal to the developers since you are, arguably, the weakest at stage 1.
MornaBaine wrote: »Sorry to double post but I'm going to quote from one of your other threads in response to the balance issue-MornaBaine wrote: »I keep seeing people say that about vamps "needing" to be detectable in PvP but my question is... WHY? Why do they need to be MORE detecable than any other foe on the field? My own feeling is that "Get the healer!" is still Job One!
Because they are more powerful than your average bear. See it's like this...
You know how (maybe you don't so I'll explain..no sarcasm here) a guy, man male human has female radar. They just "know" there is a woman right there. That movement in the corner of their eye..woman. If it's not a woman they don't even bat an eye. If it is, they take note and look if they are your average horn dog guy. Trust me...they all look. Some more obvious or subtle then others but they all take note. Now what is it that makes guys "know?" We know. We pick up on the nuance of movement, gate, speed, bounce then sound and of course smell.
All that said in a video game those types of nuances a vampire hunter or survivor might pick up on are not present. All characters move the same. They have the same builds, same run, same walk same jump, same sneak, same attacks, same speed same sounds and no smell. The vampire class is more powerful overall (as evidenced by why so many choose to be one. I'm confident in my assertion that if Vamp class was weak there would be FAR fewer of them) and since it is more powerful those nuances I spoke of that vampire hunters and others intent on surviving day to day would notice are simulated through the exaggeration of physical characteristics and thus evening the playing field.
That is why it is important. Balance Grasshoppa.
The day may come as suggested in 1.5 where vamps will be readily apparent through passive abilities. If so then I would say appearance of vampires in general wouldn't matter other than as a creative prerogative of TES and ZoS.
Then I'm sure you'll forgive me for quoting myself as well. LOL
To a certain degree I can buy this. After all, as a woman I am aware of any strange man coming within range of me and I instantly assess him for potential threat. Welcome to the primary difference between boys and girls Grasshoppa.
But in an MMO how do you GENERALLY know what class (and any other variable that affects abilities) a foe is? You find out by watching what they do. You see that Aedric spear you know you are facing a Templar. You see those crazy dragon wings, hey you know you're fighting a DK. That crazy gout of blood and the enemy going limp? Um, yeah, probably a vampire. It is not actually more important for you to know who the vampire is over say, knowing who the enemy team's healer is. And if it IS that's because ZoS screwed up and THAT is what they need to fix.
I am cool with a "monster hunter" skill line that let's you highlight vamps and werewolves. Because it's not something every single player has, like that stupid add-on. The players that do have it had to make a conscious choice to take it and sacrifice something else in order to use it. And that is as it should be.
Next argument, please.
Umm.. there is more to PvP in Cyrodiil than zerging pug groups. Did he even say anything about a pug group? Not seeing that anywhere in the text you quoted. And I'm sure batwarm with impulse/talon lock was never a problem for you. You do pvp right? For the rest of us that don't run with the herd or spend every pvp moment running from siege to siege whether or not your enemy is a vampire is actually pretty important. Right up there with know if they are a DK or Sorc.Still_Mind wrote: »Dude, a player being a vampire is the least of your concerns in pug groups. As long as you can't see the setup and spec, vampirism is not even in top 3, unless they're the tank in a fire-heavy dungeon (damage shields don't care about fire vulnerability), but that's quite another matter...
Edit: grammar
MornaBaine wrote: »Sorry to double post but I'm going to quote from one of your other threads in response to the balance issue-MornaBaine wrote: »I keep seeing people say that about vamps "needing" to be detectable in PvP but my question is... WHY? Why do they need to be MORE detecable than any other foe on the field? My own feeling is that "Get the healer!" is still Job One!
Because they are more powerful than your average bear. See it's like this...
You know how (maybe you don't so I'll explain..no sarcasm here) a guy, man male human has female radar. They just "know" there is a woman right there. That movement in the corner of their eye..woman. If it's not a woman they don't even bat an eye. If it is, they take note and look if they are your average horn dog guy. Trust me...they all look. Some more obvious or subtle then others but they all take note. Now what is it that makes guys "know?" We know. We pick up on the nuance of movement, gate, speed, bounce then sound and of course smell.
All that said in a video game those types of nuances a vampire hunter or survivor might pick up on are not present. All characters move the same. They have the same builds, same run, same walk same jump, same sneak, same attacks, same speed same sounds and no smell. The vampire class is more powerful overall (as evidenced by why so many choose to be one. I'm confident in my assertion that if Vamp class was weak there would be FAR fewer of them) and since it is more powerful those nuances I spoke of that vampire hunters and others intent on surviving day to day would notice are simulated through the exaggeration of physical characteristics and thus evening the playing field.
That is why it is important. Balance Grasshoppa.
The day may come as suggested in 1.5 where vamps will be readily apparent through passive abilities. If so then I would say appearance of vampires in general wouldn't matter other than as a creative prerogative of TES and ZoS.
Then I'm sure you'll forgive me for quoting myself as well. LOL
To a certain degree I can buy this. After all, as a woman I am aware of any strange man coming within range of me and I instantly assess him for potential threat. Welcome to the primary difference between boys and girls Grasshoppa.
But in an MMO how do you GENERALLY know what class (and any other variable that affects abilities) a foe is? You find out by watching what they do. You see that Aedric spear you know you are facing a Templar. You see those crazy dragon wings, hey you know you're fighting a DK. That crazy gout of blood and the enemy going limp? Um, yeah, probably a vampire. It is not actually more important for you to know who the vampire is over say, knowing who the enemy team's healer is. And if it IS that's because ZoS screwed up and THAT is what they need to fix.
I am cool with a "monster hunter" skill line that let's you highlight vamps and werewolves. Because it's not something every single player has, like that stupid add-on. The players that do have it had to make a conscious choice to take it and sacrifice something else in order to use it. And that is as it should be.
Next argument, please.
Wait what? You think you won that? No-no, no-no, no. Or... any of the examples you gave could be a vampire without using their blood drain but I'd never know until I'm drain stunned and bat swarmed or they are mist forming away. You just don't have that luxury to sit and observe all the time. It's not my style to use questionable or nearly exploitive add-on's either. Look. The equalizer vs vamps is silver bolts, camo-hunter and fire. The best benefit is from stealth for the initial hit and knock-down then burn them up. I'm not going to ask the pvp community to gimp themselves so you can look pretty...sorry.
No there is no way I'll support your trip here until there is a better way of identifying vampires. When there is, and it looks like it could be soon, walk in the sunlight with porcelain skin, silky thighs and ruby lips to your heart's content. Until then...nuh-uh. Give it up. Balance comes first.