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PostSubject: Not too complicated ideas... I hope   Sat Jun 12, 2010 6:24 am

Hi, I'm new to the forum, but by far not new to VTM, and I've played CE and I really liked it, so first - congratulations on your work, you guys are good...

Now, a few ideas that I hope aren't too complicated or too far off from what you're expecting to achieve in the Final Nights expansion...

First off - these ideas represent my PERSONAL vision and understanding and opinion of the game... I fully expect most if not all of them to be ignored or rejected... Nevertheless, please give them a reading, see what you think!

1. I saw your introduction to the Serpentis Discipline, and I was thinking... In vanilla VTMB the Protean Warform gives you heat vision... so maybe the lvl 3 Serpentis, where your character assumes a serpent form, it could give you something similar... such as a black&white night vision or an Auspex-like effect or something... In terms of role-playing, such a treat would greatly improve your feeling that you've turned into something alien, something different, plus it improves variety and replay value... OK, so much for advocating that idea.

2. Disciplines should not be linked to your blood pool at all... You drink blood to sustain your life... or rather 'unlife', not to do magics... It's not the way it was in the p&p game, but it simply seems... better to me that way. So instead of linking disciplines to your blood pool, rather just give most disciplines a much shorter duration and a much longer reloading time - including passive disciplines like Potence and Celerity. That way, when you're in combat you would have to execute careful combos of disciplines since you couldn't afford to wait around for your favorite kick-*ss spell to reload itself. And careful combos of disciplines/weapons means that for the most part of the game you would have to develop your character a certain way in order to get access to discipline/weapon combos that work well together. Which means that character development becomes much more sophisticated, with actual BUILDS and more concentrated and composed leveling patterns, thus giving you enormous replay value, as well as a lot of fun trying out the Gangrel 'Pagan Warrior' build (Animalism+Fortitude melee-oriented) vs the Gangrel 'Wildling' build (Protean+Animalism unarmed combat-oriented), or the Toreador 'Sharpshooter' build (Auspex+Celerity ranged-oriented) vs the Toreador 'Duelist' build (Celerity+Presence melee-oriented) and so on... You get the picture, right?.

A few exceptions to this rule would be Thaumaturgy which SHOULD be blood pool-related (it's Blood Magic duh), Obfuscate which should have a long enough duration to be useful, and Presence which in my opinion should be indefinite anyway... lol. I mean it's your PRESENCE, activating and deactivating it is like activating and deactivating who you are... doesn't make much sense anyway.

The different Warforms should NOT last very long, and they should have a good blood cost to renew since it would be very energy-consuming for a Fledgling to sustain a shape shift for long. Makes sense, right?

This whole idea can be achieved with just a few days of messing around with spell durations and reloading times, it really isn't as complicated as it looks except that it requires a lot of thought... lol.

3. I'm not a coder so I don't know if this would be possible to do but... lower/higher Humanity should in my opinion be linked to: higher/lower chance to Frenzy; higher/lower rate at which you lose blood over time and go hungry; much more drastically and visibly linked to dialogue options. If this can be done, it will result in a game in which it's easy to succumb to your monstrosity, but very difficult to snap out of it (since you Frenzy more frequently, thus killing innocents and losing further Humanity points, plus the more drastic link to dialogue options and choices would mean that if your humanity is low, it wouldn't be possible to say/do things that are humane and thus grant humanity points, like giving a dollar to that beggar in Santa Monica for example). Also, this would make retaining Humanity that much important, last you risk Frenzy-rampaging around and violating the Masquerade more frequently. On the other side, you would be a vampire in a society of vampires so low humanity could have it's advantages and rewards too, such as access to assassination quests and other money- and favor-granting endeavors, meeting new NPCs, etc. After all, most around you ARE monsters, right? A vampire with low humanity could get additional quests and make friends (or become lovers) with Pisha or with the serial killer, and so on and so on... Vast opportunities here to give you even more variety and role-playing and game replay value because you would have the good old Alignment choice - to be a 'sure-let-me-help-you' good character or an evil 'lets go skin somebody' character, or a 'whatever-it-takes-to-get-the-job-done' mercenary type in between.

4. Would it be somehow possible to make the character's blood pool slightly increase with experience? Or be linked to Stamina maybe? As vampires become older and stronger, they don't need to drink blood so frequently... And for sorcerers who's magic is linked to their blood supply such as the Tremere, this would be even more realistic. So for example start with a low blood pool, but be able to bring it up to higher levels than the ones in vanilla VTMB in course of the game?

5. The form that Ming Xiao assumes when she fights you is so ridiculously stupid... From such a beautiful delicate Chinese lady I would expect katana-flashing and roundhouse-kicking action, and a fight similar to those with the Cathayan in 'Foxy Boxes' and with the Cheng Brothers... not a giant self-replicating tapeworm. SOMEONE PLEASE remove that hideous thing or give it a more sensible makeover... I'm begging you!!!

6. Backgrounds related to dialogue? I really don't know if its possible but... I always thought that backgrounds should play a role in the way you interact with others... A fine example: a female Nosferatu with the 'Cleopatra' background practically shares an identical fate with Imalia, so a conversation between the two girls should have a very different course ("Yeah, I know what you mean, I made it on a few covers myself before I was Embraced...")

7. Concordance is truly an awesome ability... But perhaps it would make a little sense if it was possible to code it so that you take a little fire damage over time... You ARE in flames after all... This would make it seem like you've really made a pact with the demons (which you have)...

8. Populate the Warrens giving them an actual atmosphere of an Underground monsters town? Just throw in a few more Nosferatu NPC's idling about, and maybe a blood doll (kinda like the blinded blood dolls in the Sabbat Haven in Hallowbrook Hotel), it would improve the place significantly, I think.

9. And finally, not an idea, but a proposition. Do you guys need voice acting? I'm not a native English speaker (should be pretty obvious by now if anyone has bothered to read my posts... lol), I'm Bulgarian so I can bring out a decent Eastern European accent (to a different degree, from barely understandable to just a hunch of an accent), and I've some minor experience with amateur acting (theater pieces years ago), so I thought I can make myself useful if you need that kinda thing. Both the Tzimisce and the Tremere clans have a history in Eastern Europe, including Bulgaria, so, my accent could come in handy Razz
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PostSubject: Re: Not too complicated ideas... I hope   Sat Jun 12, 2010 8:36 am

WoW Scarecrow! I can tell this is going to be a very long response, lol.

First off thanks for taking interest in our expansion to Bloodlines, Camarilla Edition turned out so well that I wanted to continue in the direction of CE as well as getting away from the original 7 clans to gain more freedom and creativity in which I was limited to in CE. With that said, let's go over your ideas one at a time. Smile

1. I like this idea and the black/white thing could definately add to the game, however I'm not sure from a technical standpoint that it's possible to implement. From what I've seen there is no "Trait" or "Effect" that you can slap on any discipline to change their vision. The only discipline that allows for this is the original Protean, which you can't remove Heat Vision, you can take out the red overtone but not remove it completely. I can look into this but I don't think it's possible.

2. This is the direction I was going in Camarilla Edition which is why I lengthened the durations of the powers and reduced, or completely took out the need for blood on alot of disciplines. This is what I did in TFN as well, I hated the fact that you had to constantly reactivate disciplines in the middle of fights, even at higher levels, I wanted the player to be able to concentrate more on fighting and less on discipline management. However because disciplines took less blood or in some cases no blood at all to power their disciplines, they had a surplus of blood on hand, so I reduced regeneration speeds, got rid of feeding = regeneration and put alot more emphasis on blood healing for healing your character.

Sounds like you want to take this idea even a step further and all but completely get rid of blood to power disciplines. First off that would offset the balance of the game completely and everything we've been building since CE 1.0. That would require a massive overhaul within our mod that I'm not sure I want to dive into. I didn't realize in the real PnP, discipline usage wasn't linked to blood, I thought it was. As it stands, in TFN almost all of the disciplines require no more than 1 blood point to activate, and in some cases don't require blood at all, and I think we've struck a fine balance between blood vs. healing. I do like this idea and if this would've been presented to me last summer of 2009 I could've begun building in that direction. As it stands, I think we will continue moving in the direction we have been regarding this but I do appreciate your ideas.

Oh, and I noticed you were talking about Thaumaturgy, I didn't know if you knew this but Thaumaturgy won't be available in TFN because Tremere are no longer a playable clan.

3. You're in luck here! Humanity in TFN will directly effect the rate in which you frenzy AND what your character can say in dialogue. I spent about 20 hours finding the perfect balance between Humanity and Frenzy and ran a few dozen tests in numerous situations to make sure it worked properly. When your Humanity is high, the chance of frenzying is relatively low in combat granted you have 50% or more blood. As your humanity slips, your chance to frenzy will increase regardless of clan.

The Baali, as a clan weakness start with a 4 humanity instead of 6, and cannot raise it past 8 which poses a real problem for this clan. Because Baali aren't a very physical clan, it is in their best interest to keep some sort of humanity because a frenzied Baali character probably won't last very long in a fight with a powerful being.

Also as I go through the dialogue changes I will be putting restrictions of what can and can't be said by the character based on humanity levels. A character with high humanity won't have some of the dialogue choices of an evil character, while a character with low humanity can't say or do nice things. So in essence, as a character falls into a darker place in his soul, it becomes harder and harder to get out of it. As you lose humanity, you frenzy more, say mean things in dialogue, and revel in evil making it very tough to get back to the side of light. You may find it tough to play a low humanity villain style character, and for the first time you might even invest some XP in to Humanity just to get out of it.

4. The actual number of blood points by default is 15, and this is attached to the blood side bar graphic which is part of your hud. Unfortunately this bar is directly related to the number of blood points you have and maxes out graphically at 15. If you were to have 16 blood points, the red bar would raise above and outside of the vial causing a nice little graphical glitch. The higher you go, the stranger it looks. So unfortunately we can't give a character more than 15 blood points.

We incorporated the bloodtimer system in CE and it worked out very well. In CE 1.2 and 1.3 we linked Stamina to the bloodtimer system so that as your character increases in Stamina, they lose blood less frequently. By default you lose 1 blood point every 4 minutes game time, and any point of Stamina over 1 gives you an extra 30 seconds of time. So with a Stamina level 5, you lose blood every 6 minutes which is a 50% increase. So in a roundabout way, as your character ages, at least in Stamina, blood management becomes easier.

5. It's been so long since I've fought Ming Xiao that I've forgotten what she looks like. I will have to check her out again and get ideas from you as to how we could improve her character model/skin. HAHA your comment made me laugh!

6. TFN 1.0 will actually no come with backgrounds. I want to get the core game out as soon as possible so that the community can play it, and give us feedback as to what could be better. We do plan on incorporating Backgrounds again in TFN 1.1. I honestly don't know if backgrounds can effect dialogue or not, I've never tried but it's a good idea, I'll see what I can do.

7. Thanks for the props man, I am going to post the Concordance in game description so you can truly see what the power is all about.

"Activation Cost: 2 Blood. Only for the truly diabolic, this discipline invites a demonic entity into the body of the Vampire. While inside the Kindred vessel, any damage suffered will draw from the life of the demon first. In addition to this the demon will add +2 to Strength as well as adding aggravated fire damage to all melee attacks. This state can be maintained for 60 seconds before further blood is needed."

You see, the demon that enters the Vampire's body absorbs the first 100 points of damage taken and I assumed the demon would absorb his own heat so it doesn't hurt the host, which in this case is the Vampire who summoned it. This is why the Vampire can be set on fire without it hurting him, the demon is basically shielding the Kindred with his own aura of heat, protecting him.

-----------------------

Wow that took forever to type! I want to thank you again for your ideas and taking the time to write that up. I want to be as flexible as possible to new ideas and I will consider them all.

I'm not going to proof read what I just wrote, typing it took enough out of me, lol. So sorry for any mispellings! jocolor
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PostSubject: Re: Not too complicated ideas... I hope   Sat Jun 12, 2010 8:42 am

Thanks for the reply, man, I appreciate it. I was sure from the beginning that not all of my ideas would be doable/acceptable, so taking them under consideration is more than enough for me!

Secondly, I edited my post after you replied, so I'm gonna repeat it here: I'm impressed by your work, and since I'm Bulgarian and I can... 'weave' a certain degree of Eastern European accent (or not), I'm offering you my (limited) voice-acting skills should you ever need voice-acting.
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PostSubject: Re: Not too complicated ideas... I hope   Sat Jun 12, 2010 8:54 am

Awesome thanks man! Ya know, I may actually have need for that. It's hard to make NPCs from scratch because I need to voice sound files to put into the game and I totally suck at any voice acting. Besides I would need to buy a microphone n stuff too, ack I'd hate doing it.

Any male NPCs needed will go to you then, I appreciate you offering to help, really! I had no idea you were Bulgarian, your English is so well spoken that I assumed you were American, or at least English, heh.
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PostSubject: Re: Not too complicated ideas... I hope   Sat Jun 12, 2010 8:57 am

Lol, I wish I was American, but unfortunately, I'm about one continent and one ocean away from it... Anyway, if I can do something to help, I'd be glad to, plus I'm somewhat of a writer myself, having published poems and short stories, so if you need additional... creative help dialogue and quest writing wise, I'm right here.

Oh, and, as for the voice acting... I have a microphone and I've done recordings before, so I have the necessary sound recording and sound editing programs on my PC, plus the necessary skills to operate them. A few years ago I made a mod for Warcraft 3 for myself (never published it), in which I did some of the voice acting for the main character myself. Turned out just about good enough to not make you wanna shoot me down and put me out of my misery.


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PostSubject: Re: Not too complicated ideas... I hope   Sat Jun 12, 2010 9:00 am

Hmmm, I may have need in one such as you. lol

After we get done reskinning all of the PC models, dialogue will be the next feat to tackle, and will be (i expect) the longest process of the expansion. I'm sure you will hear from me in the upcoming weeks. Have you worked with Bloodline dialogue files before?
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PostSubject: Re: Not too complicated ideas... I hope   Sat Jun 12, 2010 9:02 am

No, I haven't worked with dialogue files, but I can either find out how to, or simply type down dialogues and send them to you guys for copy-pasting them into the above mentioned dialogue files if that's possible.
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PostSubject: Re: Not too complicated ideas... I hope   Sat Jun 12, 2010 12:05 pm

No problem, well what I'm thinking about is having NPCs setup all over the main hubs that you can buy the tomes of knowledge from, for a price. I would then remove all of the tomes of knowledge from the game and place them as inventory for the these NPCs. Of course your bartering score would determine the price you pay for the tomes, and you would still need research to gain knowledge from them.

Only problem is that I don't have a voice for these characters, and I would like at least 1 shady dealer per hub, which means 4 different NPCs to make and 4 distinct personalities and voices.

I wanted a nice blend of male/female so if you know of any females that might be up for some voice acting who want to be in a video game, send em my way. And just like this entire project, it would be purely volunteer work, no money, but they would get credit in the game manual and of course be in a video game, lol.

It would be easy enough too, I would write the dialogue parts and them email them to you to read. You could even determine your own "personality" and add your own spin to it, you wouldn't need to read it word for word.
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PostSubject: Re: Not too complicated ideas... I hope   Sat Jun 12, 2010 12:22 pm

Sounds good to me, I think I can do two characters that sound different enough from one another... I do have the necessary software to edit my voice depth, etc., so it shouldn't be a problem really. As for female voice acting... I don't think I know anybody, but if I bump into someone, I'll let them know.

Tell you what, whenever you're ready, you can send me a small sample of dialogue, I can do it, record it, and send it to you to check it out. If you think I'm good enough, you can give me the rest and I'll do my best. More than that I couldn't promise... I am not a pro after all. Smile

Other than that, I can do Tzimisce accent not too different from that of the Sabbat leader in the vanilla VTMB, as well as probably do some punk-ass Nines Rodriguez type personality without any accent. Of course, I can't promise that I can be as good as they were, since they are professional actors and I'm just an amateur, but I can try if you want more NPC's, Kindred or Kine. But that's only if you actually LIKE my voice acting to begin with, I'm not even sure you would, it's just that for years I've been playing all kinds of mods on all kinds of games and The Final Nights seems one of the most promising mods in general, so I REALLY wanna help if I can... Smile

EDIT: I love the tome vendor idea. In fact, they could be more than vendors. Check this out: What if these shady dealers can give you small side quests for that extra 2 xp points? At least one dealer can give you a quest to retrieve a tome stolen by some thugs or something...

Do you have locations in mind already? The Warrens seem like THE perfect place for such a dealer... Gathering information (and junk) is what the Nosferatu are all about, after all...
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PostSubject: Re: Not too complicated ideas... I hope   Sat Jun 12, 2010 12:38 pm

Oh I'm sure you'll sound great man, for now I just want to concentrate on the 4 NPC dealers, 2 Male 2 Female. I could always ask my wife to do one of the female voices, but then we'd have to buy microphones and sound software, well maybe Audacity could do the trick there.

I enjoy the fact the TFN can be a community project, put together by community members. After all, it's by us, for us, and the only reason I'm even doing this project is because they aren't making anymore Vampire games and I'm bored with vanilla bloodlines, but I want another one to play, LOL. Since they aren't going to make another one, guess I will LOL.

Edit: I just saw your edit, so I'll make an edit too! Smile

Thanks, I'm doing the vendor idea because I hate the fact that when you know where the tomes are, you automatically start building your character around those locations, which isn't very RPGish or fun in my opinoin. So by having the tomes accessable this way, you won't find yourself running to those spots and building your character around the known tomes, not to mention this will make the Barter feat more viable too.

I was planning on having at least 1 vendor per hub, for example in Santa Monica I wanted a vendor in the arcade of the Pier. I was playing around when I was making Camarilla Edition and put a prostitute, a patron, and a computer hacker NPC there, and even gave the NPC hacker dialogue lines where you could have him train you on computers, AND IT WORKED! So that gave me the idea on this, instead of having these vendors teach your character the way nines and Bertrum do, you could buy certain tomes of knowledge from them instead.

I'm not sure where I'd put the shady vendors in the other 3 hubs, but I REALLY like your idea about getting side quests from them to earn a little extra XP.
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PostSubject: Re: Not too complicated ideas... I hope   Sat Jun 12, 2010 12:51 pm

Lol, the same reason why I wanna help you! I'm tired of waiting. I wanna do something about it.

Anyway, in case you ever decide to UN-CONCENTRATE on the 4 dealers, here's an idea:

What if you can actually code the game so that it becomes impossible to upgrade some disciplines like Serpentis for example to lvl 5 unless you've read a certain tome? Like the Tome of the Black Heart (so that you can get the Heart of Darkness spell) or whatever... If that's doable, that would be so huge! Plus, just imagine it: In order to get the coveted lvl 5 discipline, you must find a certain Shady Dealer, who will tell you about the Tome, and give you the quest to go get it from someone... Maybe some Gangrel asshole in the sewers beneath Hollywood or whatever... Then you can fight him or persue/seduce him (or have sex with him for the tome if you're female) or whatever... Nice quest, extra coolness to the expansion, more fun... And if you think it's doable and you're inclined to do something like that, I could even help you write the text for all the dialogues and the log entries etc...

Well... I don't wanna be a pain Smile Feel free to ignore my ideas if it's too much for one day lol. Peace!
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PostSubject: Re: Not too complicated ideas... I hope   Sat Jun 12, 2010 2:05 pm

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PostSubject: Re: Not too complicated ideas... I hope   Sun Jun 13, 2010 12:59 am

One more idea... But this one wouldn't require much work and is easily doable in case I (or someone else) voice act the Book Dealers Zer0morph spoke of.

Namely: the way I see it, in TFN the player gets to choose between 7 clans that are uncommon to LA. Thus, left without a Sire, the player is a lone Childe, a Fledgling with no real place, with no real tutelage, nobody to turn to when they have questions. So, why not make on the book dealers in the game a Kindred and give him dialogue options in which the player can ask about these 7 clans and gain some insight on their history and heritage, as well as their strengths and weaknesses, their legacy, and generally what they're all about? I'm more or less familiar with all the 7 new clans, so if you want, I could even write most of this dialogue myself, and send it to you for revision or something?
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PostSubject: Re: Not too complicated ideas... I hope   Sun Jun 13, 2010 1:56 am

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PostSubject: Re: Not too complicated ideas... I hope   Sun Jun 13, 2010 5:52 am

I've played the game through like 20 times so far, but I've never heard Jack or Tung saying anything about the Salubri or the Followers of Set... In TFN, the original 7 clans will be unavailable to play, they'll be replaced by 7 different clans from Vampire: The Masquerade lore, namely Assamite, Baali, Followers of Set, Ishtarri, Osebo, Salubri, Samedi. None of these 7 clans are represented in the original game, nor is there any information about them. So what will Bertram do? I suspect that his dialogue about the 7 Camarilla clans will mostly be suspended, or simply ignored altogether.
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PostSubject: Re: Not too complicated ideas... I hope   Sun Jun 13, 2010 6:16 am

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PostSubject: Re: Not too complicated ideas... I hope   Sun Jun 13, 2010 7:57 am

Well, first of all, nobody says that whoever explains stuff about the new clans must be of the Camarilla, right? It could easily be an independent traveling type like Pisha and Beckett. We're talking about creating a NEW character here, so it could be anything.

Secondly, Bertram Tung is involved in one main quest and then later on gives you a second quest. That's pretty good involvement in the storyline, so it's not necessary to have that much more stuff to talk about with him? Plus, he can still keep his explanations about Prince LaCroix, about the sects, and about his own clan, the Nosferatu.

Well all of this provided that Zer0morph agrees to it... lol... it's just suggestions after all.
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PostSubject: Re: Not too complicated ideas... I hope   Sun Jun 13, 2010 12:30 pm

WOW Scarecrow, I REALLY like that idea actually! Since Bertrum tells you all about the 7 Camarilla Clans, why not have a new NPC tell you about the NEW 7 clans.

Actually I don't really see a reason NOT to keep Bertrum's explanations the same, just because the new PC isn't any of those 7 clans doesn't mean he wouldn't want to learn about them. I mean, your part of an outcast clan in a city FULL of Camarilla, why wouldn't you want to learn more about the natives, and who better to learn about them than from Bertrum.

This new NPC, who would have to be a Vampire mind you, and probably not Camarilla, maybe a Ravnos, Setite, or Assamite, could not only be a Tome Dealer, but also Bertrum's mirror, but for the new 7 clans, with special dialogue for the clan you are, just like when talking to Bertrum.

I'm going to send you a Private Message about this so we can talk further, I really like this idea. Very Happy
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PostSubject: Re: Not too complicated ideas... I hope   Sun Jun 13, 2010 12:34 pm

I'm glad you do. Ever since you first gave an indication that you might take me up on the offer to let me voice act a guy or two, I've been studying the history and legacy of the 7 TFN clans, so I'm actually ready to even write this part of the dialogue that deals with clan history, or at least give it a rough run and pass it over to you for the finishing touches. Check out my last post in the Tzimisce thread of the forum, you'll see lol.
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PostSubject: Re: Not too complicated ideas... I hope   Sun Jun 13, 2010 12:43 pm

I just got done reading the Tzimisce thread right before I stumbled on this one, and though the histories are already written for TFN (one of the first things I did back in March while researching) you definately seem to have a good grasp of these 7 new clans, which would make you perfect for writing, and speaking the dialogue lines for this new "Vampiric Historian" / "Tome Dealer".

Read my PM, I wrote down the specifics of this idea.
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PostSubject: Re: Not too complicated ideas... I hope   Sun Jun 13, 2010 4:38 pm

Lol, I was gone for 1 day and you wrote a novel.
Greetings Scarecrow, I'm glad there is one more Bulgarian here Smile
About your suggestings, I do not think that Zero should change the way disciplines work and the blood they cost. If I'm not mistaken, it is almost the same in the PnP game.

* In my opinion you should not change Bertram. Most of your enemies and the npcs you meet are still of the old 7 clans so information about them is more vital than that for the new clans.

You discussed so many different topics and I can't remember even the half of them.

* I'm not sure if Ming Xao should be changed... There might be some kind of history behind her transformation Smile

* Although these Shady Dealers you mentioned sound... intriguing, it disturbs me a little that the two of you are speaking of them just as some World of Warcraft vendors that have no personality at all.
One of the best things of Bloodlines is that the characters are alive. Their personalities are what makes them outstanding not the function they do. So it will be better to build their characters first and then decide what they are going to perform.
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PostSubject: Re: Not too complicated ideas... I hope   Sun Jun 13, 2010 6:30 pm

Yami,

Don't worry the blood usage for the disciplines are going to stay the same, I think he understood why it needs to be this way.

We aren't going to touch Bertram, I think we all agree his descriptions of the original 7 clans is still valuable and should remain in the game.

I'm really up in the air about Ming Xiao, I've only fought her once and that was years ago so I forget exactly what was invovled. I will need some good ideas before I really do anything with this, so many other awesome things to work on first though. I'm sure as time grows closer to release we can talk about Ming Xiao changes, and what shouldl be done if anything.

The vendors would definately have personality, like Trip or Fat Larry, as well as serve a function and even possibly offer side quests. They wouldn't have a shop per say and would most likely be found in obscure areas of the game, like dark alleys, clubs, or even maybe the sewers. But don't worry, they will fit well into TFN or they won't be included. Very Happy
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PostSubject: Re: Not too complicated ideas... I hope   Sun Jun 13, 2010 11:24 pm

First, Greetings YamiRaziel!

As for most of my suggestions, I mostly... threw them in to make a name for myself, so to speak. Lol. And as for the vendors... I'm working on their personality and background as we speak.

EDIT: Oh, I forgot.

Ming Xiao

Ming is a beautiful young Chinese lady. Until the endgame fight, when she transforms into some sort of a giant slug. The contrast between Ming Xiao the lady and Ming Xiao the Slug is so striking, but not in the 'hey - now she revealed her true nature' sense, but more in the 'yup, the scriptwriter finally burned out' sense. I mean she's a shapeshifter that can easily assume the form of a bunch of things - including an actual person (Nines Rodriguez) to the last little detail... If you're a young lady with a beautiful and delicate complexion, and furthermore one that takes great care in her appearance - puts on make-up, sexy outfits, etc, and FURTHERMORE one that's a leader to her people - considering all of this, would you really shapeshift into a giant slug, creature not terrible or fascinating to behold, not functional, but utterly gross?

I don't think you would. I wouldn't. No lady would. If I was Ming Xiao and I had to choose what form to shapeshift into for the final battle, I'd choose something in the line of long legs, leather straps, butterfly wings... maybe demon horns, a 2nd pair of arms so that I can wield 2 pistols and 2 swords at the same time... You get the idea, right? If you're a creature of beauty and grace, plus you're expected to lead by example, transforming into something that looks like it just crawled out of someone's poop just doesn't seem right...

Now, I don't know if anything could be done with her "warform" skin, or if it could be removed at all so that she fights as her original self... It's just that I've been into fiction writing most of my life, and my very soul squirms when I behold the disgusting deformed and utterly ugly thing she transforms into. Mommyyyyyy Sad
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YamiRaziel
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PostSubject: Re: Not too complicated ideas... I hope   Mon Jun 14, 2010 2:00 am

If I was her, I would transform into a werewolf. That would be a smart decision considering you're fighting a vampire Smile

Scarecrow, I'm curious.... how did you find out about CE, these forums and TFN Smile
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PostSubject: Re: Not too complicated ideas... I hope   Mon Jun 14, 2010 2:12 am

YamiRaziel wrote:
If I was her, I would transform into a werewolf. That would be a smart decision considering you're fighting a vampire Smile

Scarecrow, I'm curious.... how did you find out about CE, these forums and TFN Smile

Vampires have been somewhat of a fascination to me since my early-to-middle childhood. But not in the sense of these empty-headed morons who believe in vampires - no, I was interested in vampiric folklore, biographies of real people that were believed to have become vampires after death (such as Vlad Dracula and Elizabeth Bathory), origin of beliefs and so on. During the years, I have collected hundreds of pages of literature on vampires - myths, legends, "strains" of vampirism in folklore and tales from different areas, religious milieu and times, interviews and articles by scholars of theology, mythology and so on, origin of the word "vampire" etc etc etc.

Of course, my fascination naturally led me to enjoy reading books, watching movies, and playing games that revolved around vampires and vampirism. And since, as we all know, Vampire: The Masquerade Bloodlines is a masterpiece, it effortlessly grew to be my favorite.

Disappointed to find out that Troika Games went broke and that VTMB will not be continued, and previously familiar with the concept of fan mods from my experience with excellent fan-made mods for games such as Warcraft 3, Mount&Blade and The Elder Scrolls: Oblivion, and because I'm highly intelligent, I took the liberty of assuming that a marvelous game such as VTMB will undoubtedly have fan mods on its own, so I started looking for such. That's how I found websites in the line of Planet Vampire, I tried out different fan mods to further expand my gaming experience and joy of VTMB, and inevitably I bumped into a TFN preview. I clicked on a few links... And here I am.
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