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World of Darkness Vampire: The Masquerade – Bloodlines 2 from Hardsuit Labs

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,890
Must be my lack of imagination but I can't think of too many things I'd want to do with a firearm that no human is capable of.
Guns akimbo.
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Better yet: anti-tank cannons akimbo.

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user

Savant
Joined
Jan 22, 2019
Messages
866
As much as the whole ☔goth music☔ in Bloodlines 1 is soo 90s (which, I love the 90s fashion and everything of that era, heart emoji), I really hope they use more current music for Bl♾️dlines 2!

It would be so awesome if they hired Danny Brown or Jpegmafia for the soundtrack because their music is so raw and so emotional and so fits that impossibly cool 2020 undead lifestyle⚰️!!!



This Jpegmafia song is like my go to hype song that I listen to before I have a game, it legit puts me in that Damsel girl power vampire mood ✨☾:



(Of course I'd love to recommend Romil from Brockhampton too but his music production is just too nice and sunny sounding ❤️)


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Incendax

Augur
Joined
Jul 4, 2010
Messages
892
Must be my lack of imagination but I can't think of too many things I'd want to do with a firearm that no human is capable of.
Spitting bullets with Potence.
Bonus points if the bullets are bloody and wounds make your victims addicted to you.
"You shot me? Three fucking times!? I FUCKING LOVE YOU!"
 
Joined
Dec 17, 2013
Messages
5,399
Guns and vampires... Meh. I did complete Bloodlines with a gunfighter build (Ventrue, Anaconda), but that was just because it was the least retarded combat build in a game with terribad combat. But from a lore/coolness standpoint, vampires should leave guns to puny humans and fight with their bodies (unarmed or fangs/claws) or swords, or some sort of blood magic. The katana in Redemption was pretty badass, especially the way you wore it under your raincoat, Highlander style.
 

a cut of domestic sheep prime

Guest
But from a lore/coolness standpoint, vampires should leave guns to puny humans
so using improved senses and/or celerity to deliver a bunch of perfect shots from a distance at zero blood loss wouldn't be advantageous?
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Guns and vampires... Meh. I did complete Bloodlines with a gunfighter build (Ventrue, Anaconda), but that was just because it was the least retarded combat build in a game with terribad combat. But from a lore/coolness standpoint, vampires should leave guns to puny humans and fight with their bodies (unarmed or fangs/claws) or swords, or some sort of blood magic. The katana in Redemption was pretty badass, especially the way you wore it under your raincoat, Highlander style.
What country do you think this game is set in? Even vampires use guns in America.
 

a cut of domestic sheep prime

Guest
Yeah, Mitsoda said there’s a firearms skill, but investing EXP to get new abilities sounds more like a perk tree.
yeah, perk tree stuff was my first thought too.

also when they said you get to "pick your starter powers". they're clearly not using the ruleset directly.

how is this supposed to be VTM if we're doing perk trees instead of something closer to the ruleset?
 

Deleted Member 16721

Guest
Here's a few supernatural things you can do with a gun:

Homing bullets. You might miss but the bullet finds its mark anyway.
Exploding bullets. You cause them to explode when they hit with mentalism magic.
Super fast reload. Lightning quick vampire reflexes lets you reload the weapon at blinding speed.
Enhanced sniping. Pretty self-explanatory.
Slow time/slow motion VATS type thing, where you can slow time and aim better.
Generally having better aim and can lock on a target in the blink of an eye, rather than shakily wielding the gun and trying to aim at your moving target.
Bullets that return blood to the shooter.

Lots of neat little things they can add IMO.
 
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Wesp5

Arcane
Joined
Apr 18, 2007
Messages
1,964
You're just putting points directly into feats (and also spells) instead of putting points into two different things that all contribute to the same number.

Yes, basically Feats are the only thing you need and the old system has you balancing some weird combinations of stats to get what you want. Also to people that haven't played Bloodlines any difference between skills and attributes would not be clear!

That does make sense, but I think what's throwing people off is that the author of the preview immediately followed that up with "instead, you are capable of handling any weapon you come across" - implying that that the lack of distributing attribute points to "abilities" is what's responsible. Maybe it's out of context.

Maybe it just means that with a shotgun you will do some damage even with no firearms skills if you point it in the right direction. Compared e.g. to SS2 where you were not even able to pull the trigger of weapons you didn't have the stats to use...
 
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Ismaul

Thought Criminal #3333
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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign My team has the sexiest and deadliest waifus you can recruit.
Huh so there's really no attributes...

It's a deviation from the WoD system for sure, but that system was very much tied to PnP and dice rolling mechanics. Actions were rolled with a dice pool equal to Attribute + Skill rank + mods, IIRC, trying to get a certain number of successes (8+ on d10). That system has the advantage of allowing skills to be used with different attributes (ex: Intimidate with Strength or Presence), but overall the dice pool mechanic is not really pertinent for cRPGs.

If we get a system that's more adapted to the gameplay of the cRPG, it might not be pure decline. Afterall, Bloodlines 1 was all about the "Feats" which were a combination of the PnP attributes and skills, which was overly contrived for nothing but keeping the appearance of following the PnP system. IMO a system where some stats are hardly relevant to gameplay is simply badly designed / adapted for that game. I don't mind VTMB "feats" becoming the new skills if they're well designed, each rank meaningful / having a direct impact on gameplay, and if allocating points in a skill is a tradeoff that opens paths and closes others rather than just a delay til you max all of them or use consumables to bypass everything.

One thing is lost though with the elimination of attributes: the distinction between innate and learned abilities, which is usually represented with static attributes determined at character creation vs evolving skills which are increased during the game. But everyone knows you can train strength and gain wisdom, so the typical attribute list is rather shit at modeling that.

It all depends on execution. If the system allows for multiple builds and solid C&C, it might not be shit at all. This "dumbing down" of WoD could very well be more mechanically complex than The Outer Worlds' system.
 

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
22,264
Yeah, Mitsoda said there’s a firearms skill, but investing EXP to get new abilities sounds more like a perk tree.
yeah, perk tree stuff was my first thought too.

also when they said you get to "pick your starter powers". they're clearly not using the ruleset directly.

how is this supposed to be VTM if we're doing perk trees instead of something closer to the ruleset?
I don't know. Why don't you ask infinishill's tranny friend that question with regards to the HBS game? Which was also published by Paradox.
 

ColonelTeacup

Liturgist
Joined
Mar 19, 2017
Messages
1,433
Miranda was the first sign of Bioware's love for autism face.
in fairness, it was just that the model had kind of an odd face disguised by makeup.

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then the game's lighting etc made her look even worse.
I've always thought her face is reminiscent of a pug. She has that frying pan look to her face, as it seems very solid and lacking in angles, ridges, or bumps.
Only because the content of your post is so lackluster and devoid of content. You do not add in any metrics for what you consider to be "romance" but expect everyone to adhere to your rigid definition. Undoubtedly you have the romantic acumen of a virgin.
In other words, you have no idea what romance is, and believe that a bit of flirting in a night club and a night in the sack is "romance". That's OK. You're not alone in that.
Why do you continue to avoid my question. Define what you consider to be romance. This is the second time I must ask you this, and i've referenced the question just before. DEFINE YOUR METRICS.
There was no question from you. Just you trying to pass a nightclub flirting and subsequent boots knocking as "romance". You were seriously trying to tell me you have no idea what romance is, which was my question to you.
I consider the lead up to the sex, such as the flirting, and jeanette revealing her frustrations with her sister to you, which happens over the course of two nights or so, and the rising friendship between the pc and jeanette, until their ultimate paired bliss to be a romantic moment. It is also in the shadow of a terrible revelation involving jeanette and theresa, which leads to a closer bond due to shared secrets and vulnerabilities. You clearly disagree with my assessment however, and as such, for the third time I ask you, what do you consider to be romance?
You can consider anything you want. The fact of the matter is that you barely know the woman, only really knew of her for 2 days and you boned her. That is somehow romance as far as you are concerned. Might as well hire a whore as an escort for 2 nights and call it romance. Pfft!
Avoid the question then, you coward. Your facetiousness says all that needs to be said.
 

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