Forum Discussion
5 years ago
> @Gordy said:
> (Quote)
> * Ways of customizing your Were's looks.
> * Lunar cycles. They can increase the amount of ghost spawns, make swimming in the water more dangerous, etc. Red moons can make werewolves lose control and attack people, or refuse to listen to the players' commands.
> * If they bring in some optional curses/drawbacks, maybe the moon can have other effects, like making werewolves dumb puppies.
> * Perk trees. Stuff to boost their fighting capability, an ability to sniff out items, being able to transform outside of a full moon, being able to control your werewolf's transformations entirely, turning into a wolf and running really fast.
> * Maybe there are several different types of forms, each more bestial than the last.
> * Heck, if they can turn into a wolf, you can basically treat them as a controllable pet.
> * More stuff themed around werewolf culture, like a neighborhood designed around London, Paris, or some foresty backwoods.
> * Baby dragons. #UnleashTheDragons
Pretty much all of this. Especially that perk tree. It's what got me loving playing Vampires so much because you can basically customize their abilities with that. Werewolves were my most wanted Occult type very since I heard about them in my Sims 2 days, I would kill for a Game Pack focused entirely on them so that they get the attention and fleshing out they deserve. Can you imagine having a whole club of werewolves? Blood Moon comes along and everyone loses their shiz that would be so awesome.
I just hope that, as an Occult lover... that the players that hate Occults don't buy the game for "The cool furniture", ignoring what the Game Pack is REALLY focused on completely, complain about the thing said GP is focusing on is "being 2 invasive 4 muh realistic immersiunz", and then ask for the devs to water the Werewolves down again like they did with Vamps. I miss my break-ins SM and there's no way to even reverse that for those that want that. :'(
> (Quote)
> * Ways of customizing your Were's looks.
> * Lunar cycles. They can increase the amount of ghost spawns, make swimming in the water more dangerous, etc. Red moons can make werewolves lose control and attack people, or refuse to listen to the players' commands.
> * If they bring in some optional curses/drawbacks, maybe the moon can have other effects, like making werewolves dumb puppies.
> * Perk trees. Stuff to boost their fighting capability, an ability to sniff out items, being able to transform outside of a full moon, being able to control your werewolf's transformations entirely, turning into a wolf and running really fast.
> * Maybe there are several different types of forms, each more bestial than the last.
> * Heck, if they can turn into a wolf, you can basically treat them as a controllable pet.
> * More stuff themed around werewolf culture, like a neighborhood designed around London, Paris, or some foresty backwoods.
> * Baby dragons. #UnleashTheDragons
Pretty much all of this. Especially that perk tree. It's what got me loving playing Vampires so much because you can basically customize their abilities with that. Werewolves were my most wanted Occult type very since I heard about them in my Sims 2 days, I would kill for a Game Pack focused entirely on them so that they get the attention and fleshing out they deserve. Can you imagine having a whole club of werewolves? Blood Moon comes along and everyone loses their shiz that would be so awesome.
I just hope that, as an Occult lover... that the players that hate Occults don't buy the game for "The cool furniture", ignoring what the Game Pack is REALLY focused on completely, complain about the thing said GP is focusing on is "being 2 invasive 4 muh realistic immersiunz", and then ask for the devs to water the Werewolves down again like they did with Vamps. I miss my break-ins SM and there's no way to even reverse that for those that want that. :'(
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