u/Main_Aerie_3585

Skill descriptions and Skill premises reordered to build a higher immersion

Skill descriptions and Skill premises reordered to build a higher immersion

TLDR: Start
The descriptions of skills aren't build of immersive in-game perspective, they are build based on human game external view. I want to change that. Additionally are skill premises to abstract to be felt to be connect or represent a vampire body that evolves that represent some cohesion integrity. I don't change any skill at all just the way they are ordered and dependent on each other to build a more immersive experience. I can't understand that this isn't factory standard.

Have a nice day!
TLDR: End
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Construction of solution:
All skill and their description from Dawnwalker
General statement to skills naming and base derivation is to simple, abstractly alienated from the fundamental origin, which causes the skill tree to desimmersive player from the vampire entity and constructs an Arcade like game experience which is orthogonal to RPG.

My approach was to symmetric the both aspects of vampire and human. EXP driven development is a bad choice, as it builds a disconnection to the physicality of blood and EXP can't mutate anything, physics is physics (blood) and mind is mind (exp), how can the last conclude the first?

There are skills that define the body as a whole and mind that defines magical aspect or reciprocal, which are skills like. This skills are all some kind of dependent, one affects the other if seen as a one vampire body.

Corruption/Development/Metabolism

  • Hastened Corruption
    • Is an abstract expression, exponential vampire development.
  • Vrakhiri Might
    • Feels more as an synthetically limiter of the freedom of choice.

General metabolic efficiency

  • Lasting Blood
    • metabolic efficiency
  • Closed Wounds
    • metabolic efficiency
  • Endless Ferocity
    • metabolic efficiency
  • Endless Effort
    • metabolic efficiency

This I would use as amplification to drive corruption, what gives a vampire power, what is in the blood that it build the nourishment to heal or develop?

  • Blood consumption
    • Wild Blood
    • Crimson Feast
  • Regeneration
  • Scarlet Shield
    • Metabolic efficiency

General is the body the "same" at day and night, the difference is just amplified form metabolic efficiency at night and at day amplifies the Nervous system. So I could say, the strength of whelding a bland or claw are the same and come from the same source. Now if I skill my Sword skill damage I skill my claw DMG too. There is no difference, this would look like this.
Equally I wouldn't use DMG, I would use the description newtons, 1 newtons = 0,20 DMG e.g.

Strength/Weapons/Claws

  • Precision -- could be called perception/balance/agility/speed
    • Is by DMG without changing posture and positioning
  • Underlying skill is Strength which leads to higher newtons -- the some origin for more DMG
    • Stringing Blade
    • Clawpierce
  • Would be defined by the form of the claw, advantage - bleeding, disadvantage - slower claw movement though flesh.
    • Shred
  • Crit is based on perception/balance/agility/speed
    • Fate's Favour
    • Dancing Claws

A solution:
It is possible to let a player skill a primary aspect of the vampire body, like:

"metabolic efficiency"

which can get 20 until 40 skills with every, what ever amount of skills, allows to chose a sub-skill to be picked from, like,

  • Metabolic efficiency
    • Lasting Blood
    • Closed Wounds
    • Endless Ferocity
    • Endless Effort

In this way a player can decide what he wants, there is no linear way to do it. This four or more skills would be able to chose in any way possible.

This could be enlarged further so that if metabolic efficiency reach a specific amount of skills, like 15, 30, 45 it unlocks a possibility for this skill:

  • Vrakhiri Might
    • Feels more as an synthetically limiter of the freedom of choice.

Which allows to pick more active skills, Metabolic efficiency describes the capacity of whole vampire body, its evolutionary state. Again as such I prefer to differentiate magic from biology as far as possible.

The skill "Hastened Corruption" is more or less a skill that is meant to be the ability in which efficiency blood gets digested.

How to change the EXP system, as you need to drink blood to heal, the question is, that the skill of drinking blood in combat could give this mutagenic potential to evolve. As such it is the question what to do with the bodies as they normally abstractual represent EXP, you could say, after a fight you can absorb the surrounding blood that player can decide to heal himself or give him EXP, like:

  • Wild Blood
  • Crimson Feast

Heal me until 50% transform the rest into EXP. To allow a player to not over spend in healing. You already have a precedent case of the old lady in the church.

I would complement/connect Witchcraft/human with mental elements that are on a meta level over vampire conditions.

As such I would introduce two main skill/traits into:

  • Metabolic efficiency (Vampire physiology)
    • Strength
      • DMG/Newton
    • Perception
      • Crit options
    • Agility
      • Crit chance
    • Balance/Control
      • Crit amount
  • Nervous system (Witchcraft)
    • Mesmerise
    • Dimension Reach

Visualization:
Example to visually separate nervous system, metabolism and canalization of mana/magics. You could increase the footprint on body with rising skill level.

https://preview.redd.it/u8lhoqkpyqyg1.jpg?width=736&format=pjpg&auto=webp&s=3238aab0cb85e03c45673323ebac83ed840a899a

A representative cell or gene strain to show the skill amount, the level of complexity of the vampire in relevant region to visualize its awesomeness.

I once saw from C&C3 an Cabal animation/visualization that showed some kind of mind map to express the spiritual complexity:
Cabal Picture

Some way of abstract lines (C&C3) circling on an mind entity like a Djinn of The Witcher
Abstract lines circling
Djinn

Some additional talk recommendations:
Why drinking someones blood or why surpassing stronger vampires, and couldn't be that there are vampires with different abilities, so it is interesting to kill drink them to integrate this abilities into yours -- vampire hunt. Equally like the elements of the "Vampire the Mascaraed" clan blood divergences but maybe not this stiff.
I would use some Witcher like mutagenic orientation show growing complexity and like more complex nervous system, way to express it:

I don't know your resource, but my recommendations should be possible to implement, doesn't change anything fundamentals, mostly description and skill premises. I don't understand why you didn't it yourself!? Nothing really special.

Here I gave some other examples of further individualization for a vampire, I can't do more:
The problem with the combat or skill system and its world mechanical implications

reddit.com
u/Main_Aerie_3585 — 3 hours ago

Some people complaining about walking, lets try to specific the problem!?

Let me try to understand your problem. If you see a divergence in quality where I can't see one please specify and given an example what or where exactly the problem or quality drop is.

Walking
Uncharted 4 vs AC Mirage – Walking Animation
The Blood of Dawnwalker — Gameplay Overview (Part III) 5:00
I see divergences but I can't define that the case of mirage example is a better walking animation, it is a higher pace and more expressive, doesn't mean every human being walks equally, defined by your foot stand and back position, Hollow back e.g. If you can explain pls do.

Running
The Blood of Dawnwalker — Gameplay Overview (Part III) 10:32
I can't see divergences

If you need to find a problem, we just need to go to stairs :-P
UE5.4 - Walking On Stairs Locomotion | Game Animation Sample Project
RDR2 vs Death Stranding | Stairs Physics
Best stair walking animation in a video game

Fast Running -- maybe your problem
The Blood of Dawnwalker — Gameplay Overview (Part III) 10:53
Running Animation in EVERY Assassin's Creed 0:12
0:12 could be what you mean, that the individual has different stage of running, beginning, middle and end in which the transition between to stages are more smoothly, primarily on the fast running. Beside of this I can't see a problem!

Example for clarification:
We should talk about Assassin's Creed Shadows parkour 0:52
Some example on another term maybe be helpful to further describe what you need or exactly mean, in the actual way it isn't helping! He describes it as stick and gives an explanation which is understandable, thank you.

u/Main_Aerie_3585 — 1 day ago

My perception of the combat the game provides

Combat
The Blood of Dawnwalker — Gameplay Overview 1:54
Closer camera distance higher the intensity of combat actions and feel more impactful to emotional player resonance.

Defense animations accelerate pace to close player input delay or reaction time, it is observable, I can't interpret the acceptable range as this is a third person camera game where the local perception and time is relatively situational and can lead to player misinterpretation and higher delay to react on. Would be better if not this cap intense but what can be done is not for me to estimate.

By the way, like the lightning in the background.

The Blood of Dawnwalker — Gameplay Overview (Part II) 22:31
Heavily enemy waiting on player input which feels to obvious and if there is some combat improve meant it is the ability to navigate and control/manage the specific amount of enemies in an unforgiving attack approach (cry skill would define combat pace), this problem is show cased in Kingdom Comes Deliverance and builds my primary problem there to but it had a dog to blockade the third enemy to give action range and kill off the amount of enemies one by one.

The Blood of Dawnwalker — Gameplay Overview (Part II) 23:38
Player totally exposed his back to an enemy which wasn't sanctioned, this is in some way to extreme. If you would solve this with a higher difficulty, you need to describe the way you rise this difficulty. I don't see how it would be interesting for me to use a higher one if it is just a higher state cap between player and enemy.

The Blood of Dawnwalker — Gameplay Overview (Part II) 26:29
This enemy looks a little to weak for its potential game skill association, that his skill would lead to other attack approaches to the player. This would be something I would recognize. It is no deal breaker but it something that would be nice to have.

The Blood of Dawnwalker — Gameplay Overview (Part III) 2:11
The first fatal move the player can perform looks intense, maybe a little to far to initialize. Looks a little over the place. Finisher look variational not really repetitive. Some mixed enemy attack strive with break in attack will -- inconsistent.

The Blood of Dawnwalker — Gameplay Overview (Part III) 4:05
Camera look further away can feel more like a "The Witcher" but reduced intensity of combat and its animation and feeling it provides to the player -- not my preference. The option mentioned to higher camera distance, which mostly are for games that don't focus on story driven game experiences. Exceptions are cut-scene like in Red Dead Redemption 2. This approach allows to reduce the effort and detail into possible animations.

The vampire form contains variation to stun or trick an enemy with shadow teleportation breaks monotony. Stealth approach looks possible or has advantages in combat. Complete extend not observable. Cry skill has some approach but I can't see the timing relevant and enabling moment of it, because it needs coll down to not be imbalanced. I can't see it impact or strategical importance -- means options management tool in compassion of already shown combat moments. Normally I would stun the officer to take out the footman solder, (fasted way to reduce general damage output per minute) so that I can concentrated on block on one direction, but this is mostly irrelevant, as they wait or don't take their opportunity.

Combat looks to forgiving, the simulation of the strong all mastering hero is crumbles, enemy waiting for their turn. It is nothing bad but if well hidden. Additional enemy variables try to approach but feel little to obvious to wait for players initiative.

Interactive fight look responsive of animations, feels relevant and immersive what you can expect of third person perspective. The alternative is Kingdom Comes Deliverance.

Solutions:
Enemy AI attach pattern and aggressiveness to be believable or feeling well
^(This would rise the felt, not real, combat pace too.)
Cry skill is nearly irrelevant, if one would need him by constantly allowing you to attack and not being pushed back by an overwhelming enemy force to survive, because it would allow to stun single enemies which in following wouldn't be a threat at all.
To give him a strategical meaning, you could argue that this sound is blood resonance and can only be strong enough if enough blood is available in you or the enemies to create a stunning vibration. Means, it isn't possible to use if there are less then "three" enemies. If so you could use it as just a management element that is repetitive, yes, but necessarily. This would allow you to get a more aggressive AI enemy behavior and would solve some problems with what I suggested. Means, cry has a cool down of its duration of stun time. The interesting part would be to manage the over counting enemies.

u/Main_Aerie_3585 — 2 days ago