Sure, an Elder Scrolls game with vermintide combat would be very nice, but i’m 100% certain Bethesda will never create vermintide style combat (combat has never been the strong side of Bethesda games).
And I don’t really need heavy focus on lore or friendly npcs/quest givers or such things…
When I say open world think about it as all campaign maps in V2 seamlessly connected as paths from a large area in the middle. Drop us down in the middle and lets us go into which ever area we want. I think it could be done in a nice way.
well V2 already has the cpu’s of midtier pc’s struggling.
connected maps also mean that players potentially could split and attempt 4 at the same time wich easily could brake the AI director or at least be a heavy toll on said cpu’s.
also loading this map in would take significantly longer while most players would still only ever run 1 map at a time
so i don’t see the benefits outweighing the drawbacks for the time being
Na, it is very technically feasible to support open worlds and multiplayer even for low tier PCs without long loading times.
Just as a reminder, we are talking Vermintide 3 (three). Of course the engine used to make that game would have to be developed to support open seamless worlds in order to use it.
The problem is not the loading times, but enemy pathfinding. It completely destroys CPUs even on the current campaign levels. The algorithms being complete unoptimized crap probably doesn’t help, but that isn’t likely to change.
I mean it’s like asking the maker of lets say, Call of Duty to make a Borderland game
Both are shooter game but they don’t depend on the same skills. So I’d much rather see Fatshark play in their strength and deliver Tide games that others couldn’t
Acredito que a FS deveria cada vez mais adicionar conteúdo ao vermintide 2 e não criar o vermintide 3.
Por exemplo: novos inimigos skaven (como aquele rato mago que aparece no trailer dos skavens no totalwarhammer), mais inimigos do khaos, mais inimigos minotauro.
novos mapas gratuitos e pagos.
novas facções de inimigos pelo menos 1 ou 2.
Novas armas para todos personagens, a falta de variedade de armas é um pouco chato… Para um jogador novo pode até ser ok, agora para os mais experientes não é tanto, eu gostaria de ver mais armas com especial e menos cópia e cola, como o machado do anão e do Victor/ martelo do kruber e anão…
Rework em talentos chatos (já propus algumas mudanças aqui no fórum)
buff/nerd/balanceamento no que precisa
Novas dificuldades ou pelo menos ter como escolher se é cataclisma 1/2/3… E colocar novos baús para a dificuldade cataclisma (adicionando apenas 1 item a mais em vez de 3 vem 4)
Novas skins pagas com xelins e dinheiro (com mais frequência)
Adicionar skin (azul) nas armas que não tem e colocar uma forma de comprar skins do modo winds of Magic com essência exemplo: 50.000 uma skin
Colocar um modo com 5 pessoas que aumenta os status dos inimigos na dificuldade atual exemplo: aumenta em 1,6% a vida e dano dos inimigos quando estiver com 5 pessoas.
Colocar novos atributos nas armas e itens, até mesmo aproveitando o do deserto do chaoss, como recuperar se de uma beirada ou dano de Headshot aumentado e no corpo reduzido, alguns desses perks cairiam bem no modo normal.
Trazer as skins do vermintide end times para os que já tem (como eu), adoraria jogar com a skin “estalian leather coat” do Victor.
Trazer os mapas do vermintide end times.
Não, isso não funcionária em nem um jogo. Dessa forma como você falou o jogo fica completamente sem profundidade. Tomara que isso nunca aconteça pois seria o fim do jogo lol. Iria se transformar no sea of thieves 2 (jogo igual como você falou)
My Idea for V3? Lets venture forth to Lustria on a ridiculous journey ordered by none other than Marcus Wolfart. Missions in the Jungles, Swamps, Temples.
But that doesn’t matter! What does is the enemies we fight! On the road and in the jungles of Lustria our heroes will face not rats, but Lizards!
Infantry:
-JungleSwarm (snakes)
-Skink Cohort replace Clanrats / Slaves
-Skink Cohort with Jav (ranged variant)
-Red Cresent Skink with Axe (heavy melee variant)
Elites:
-Sarus replace StormVermin(with and without shield)
Specials:
-Salamander (fireball variant) replaces Ratling gunner (maybe they come in pack of 2)
-Skink Priest Avatar (Lore of Heavens Variant, Casts Thunderbolt AoE) replaces BlightStormer
-Skink Priest Avatar(Lore of Beasts Variant, Cast The Curse of Anraheir grab) replaces Leechlife
-Feral Cold one (pin grab) replaces Assassin
-Chameleon Skink (blowdart poison) a sniper special who will poison you if hit, can vanish similar to assassin if threatened
Monsters:
-Kroxigor replaces Rat Ogre
-Armored Cold one, with Sarus Rider. A boss where the rider can be knocked off. The Cold one will rampage if the rider dies before them. The Cold one animations are similar to the Stormfiend Charge, with tail swipes. The Cold one can also leap like the Rat Ogre. The Rider is an Elite Infantry level Sarus
Bosses:
-Slann Mage-Priest replaces Nurgloth from Enchanters Lair
-Saurus OldBlood replaces Spinemanglr from Into the Nest
-Ancient Kroxigor replaces Bodvarr from The War Camp
-Horned one with Temple Guard Rider replaces Deathrattler Rasknitt from The Skittergate
I think that if they go with Lizardmen as Tide, they should go bigger, not simply going for similar stuff, and not make it in the same game as Vermintide 2 (Or 3) but rather keep it on it’s own game balance:
Jungle Swarms: those are not infantry, they should be something different, like an AoE or part of spells (See Priest of Sotek, Bastilodon with Ark of Sotek and High Priest of Sotek)
As for the real infantry:
No real equivalet to the Slaves/Thralls
Skink Cohort: Clanrat like
Hand Weapon: Mace, 1h Macuahuitl, Copper Dagger
Hand Weapon & Shield
Spear
Skink Skirmisher: Ungor like
Bow (With or without Poison)
Javelin
Blow pipe (Preferable to be kept for Specials)
Red Crested Skink: Stronger and more dangerous, but still kinda weak (Think Norscan Marauder)
Great Weapon (Hammer; Axe)
Hand Weapon & Shield
Saurus: Closest being Beastmen Gor or somewhat Elite (Low elite, so Mauler like)
Hand Weapon: Mace, 1h Macuahuitl, Sword
Hand Weapon & Shield
Spear
Spear & Shield
Uber Elite: (Chaos Warrior)
Now Chaos Warrior have 1 or 2 equivalent in the LM roster:
Temple Guards: Heavily armoured and blessed, they are the one that stand while other falters
Halberd
Hand Weapon and Shield
The other is less comparable but would work better like that:
Kroxigor: Brutes, trading brain for brawns, armed with simple clubs they still are force to be reckoned for
Other elites:
Red Crested Chief: Berserker
Specials:
Adding to that:
Ratling Gunner: Razordon, Overgrown Lizard who can launch spines via their over musculated backs
For the Skink Priest, they can go with Fire, Heaven, Light, Beast, Death, Shadow and Metal
A Feral Carnosaur or Stegadon fight would be epic, that’s a way for FS to go bigger and better. I just feel that type of Monster would be too large unless the fight had scripted elements.
For example a mission to hunt a Carnosaur, the dino would smash its way into caves and get stuck, allowing the party to hit it to weaken it. Or break small huts as it chases you.
Maybe just treat it as a Jurassic Park element and when you see Dino, you run!
Alternatively, the entire mission could be a fetch quest similar to Engines of War V2 (specifically destroying the Doomwheels sequence). Stealing artifacts to lure the Dino into a trap and not a traditional fight with hp bar.
I think it depend on how they make the balance work.
Like the U5 wouldn’t be able to reliably dispatch a Dino, but Chaos Warriors, who themselves would be of bigger statures (Chaos be Blessed) would permit slightly smaller Dino to work without it being to weird
Dead Saurian would still be a tad to big. But inversely, the Thunder Lizard could work as a special map event, where we’re fighting on it’s back and need to kill it by stricking at specific places and starting rituals
Mas eles poderiam aparecer como os minotauros. Tem uma missão específica para eles e eles começam a aparecer nos outros mapas não por causa da lore e sim mas por um modo arcade. Exemplo, no modo história eles não apareceriam por exemplo em harlescouge, mas em um jogo arcade todos os inimigos apareceriam, pois não seria modo história.
In that case, I’d rather see them as the playable faction. With as playable character:
Red Crested Skink: Flexible light fighter, Savagery incarnated
Melee:
Bronze Sword 1h
Macuahuitl (Club Sword) 1h
Twin Sword
Sword and Jagged Dagger
Shield Variant
Great Hammer
Great Axe
Ranged:
Blow Pipe (Normal)
Blow Pipe (Poison)
Blow Pipe (Explosive)
Bow (Normal)
Bow (Sacred - Tepok: Solar Trait)
Skink Oracle/Priest: Wind of Magic user
Melee:
Shared with Red Crested Skink, except Great Hammer/Axe
Or Magic variant (Would be best) see Ranged category for available Winds
Ranged:
Staves from lore of
Chotek/Fire
Sotek/Beast
Quetzl/Death
Huanchi/Shadow
Tzunki/Heaven
Tlazcotl/Metal
Tepok/Light
The possibility of the Skink priest of wielding 2 weapons of different winds (One melee and one ranged could be exlained either by the melee weapon being sacred, or by having a Slaan Mage lending power to the Skink
Saurus Scar-Veteran: Aggressive Heavy Fighter
Melee:
Macuahuitl (Club Sword) 1h
Spear
Club
Shield Variant
Great Macuahuitl
Great Hammer
Great Axe
Ranged:
Javelin
???
???
Saurus Temple Guard: Tanky Heavy Fighter (Might be be better as a career for the Saurus Scar)
Kroxigor (Instead of Temple Guard), but it doesn’t have any melee capacity, so no idea on how it could work
And as 5th:
Amazonian Eagle Warrior, with appropriate weapons
That way you don’t even have to translate the LM language