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Kez95 4/26/07 4:30:34 PM
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Novice Member
Joined: 6/29/06 |
What I hate about a lot of stealth in MMORPGs is that they are right behind you in big meadow or field or whatever and wack you over the head. I would like to see a stealth system that is more like camoflauge, where you can only stealth 100% unseen if you (1) aren't moving and (2) are close to some object like a bush or tree. This would force more strategy into the game. If a Mage wants to sit and rest by a tree to try to avoid being seen by PKers then he could be taken out by an unseen stealther. If he chooses to rest out in the open then he is risking being seen by anyone but he will be able to see someone coming as well. When a stealther does begin to move, it should be like stealth in Starcraft, where you can see a silhouette of the stealther if you're paying attention. Once a stealther is too far from the bush/tree then he would return to full visibility. The stealther would only be targetable if completely visible though, unless revealed through AoE spells. Killing someone who is near death by popping out of stealth in the middle of a field seems really lame to me. There should be more strategy to it than simply "wait wait wait wait ok wack him once and restealth". To compensate for their loss, stealthers need more than just stealth to accomplish their goals. What, I'm not sure, except that they would be in perma-camoflauge mode if near a tree/bush and not moving (they wouldn't have to hit a button or use stamina to activate it). So they could run from an enemy towards cover and after a cooldown of a few seconds become stealthed. AoE or DoT's would be needed to detect them again. Just my thoughts. Lemme know what you think. |
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| MMORPGs are virtual skinner boxes. http://www.nickyee.com/eqt/skinner.html |
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daarco 4/26/07 7:49:06 PM
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Hard Core Member
Joined: 12/19/06
Want Darkfall now! |
I agree. Stealth should mean to move at a slower rate and crouch to hide. To use darkness and shadows....not puching the stealth button?
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ironore 4/26/07 8:17:05 PM
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Advanced Member
Joined: 6/24/05
Forging the Future |
And stealth should make you quieter. They can't hear your footsteps as well when you approach. :)
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| IronOre - Forging the Future |
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Jadedtortois 5/02/07 12:19:31 AM
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Apprentice Member
Joined: 3/09/07 |
Ever played a game called "Thief the Dark Project" it had a sequal too that was the same engine. Awesome game not an mmorpg but it did many things very very well including stealth Its more a first person shooter than an rpg though. Still its stealth included sound, light, whether you had your sword unsheathed to reflect light, how fast you were moving etc... It had some other nice things about it too I loved the way you aimed the bow and such, though admittedly its AI was far from perfect the guards don't even relight the torches you put out, still a huge amount better than most modern games. think it came out in maybe 95 or so still top of the line in many ways though even rather nice graphics.
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ironore 5/07/07 6:09:23 PM
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Advanced Member
Joined: 6/24/05
Forging the Future |
Ah, Thief was such a great game. I have always wanted those aspects incorporated into an MMO for stealth type skills. I can just imagine someone setting up their castle and setting their guards on patrol and you honing your skills so that you can sneak it without being detected. Of course you are putting yourself at great risk, but that's the fun right?
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| IronOre - Forging the Future |
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thetank 5/07/07 6:16:08 PM
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Novice Member
Joined: 10/22/06 |
That kinda of gameplay is to put on a FPS
But not on MMORPG's That would make any type pf character depent on stealth to hard or to easy to play A good solution is erradicating stealth totaly or giving it to everyone. |
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paulscott 5/07/07 6:54:20 PM
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Elite Member
Joined: 12/04/05
why do humans build, because it isn''t there |
yes but it took a whole game to get stealth down in thief.
you need to ask yourself if such an advanced system would be useful/impactful considering how many people will be using the game mechanics for it and how long it will take to make. |
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| A mathematician wakes up at night, and comes to the startling discovery that his room is on fire. He runs to his desk, and starts calculating, using many sheets of paper. Eventually, he writes "QED" and exclaims, "there is a solution!" Relieved, he goes back to sleep. |
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ironore 5/07/07 7:10:15 PM
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Advanced Member
Joined: 6/24/05
Forging the Future |
How would this make everyone dependent on stealth? It all depends on the design. Just because your footsteps are quiet doesn't mean other players won't see you they just won't hear you. And you still have to engage them in combat at that point with whatever skills that requires. In broad daylight in the open, what good is stealth? What I am saying is that a design that provides diverse specific situations will cause players to develop specific or broad skill sets based on what activities they engage in, but these will never apply to all situations so we get specialists.
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| IronOre - Forging the Future |
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Jadedtortois 5/07/07 11:28:39 PM
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Apprentice Member
Joined: 3/09/07 |
Ok first off lets just examine the game Thief, I played that game extensively, and you could just outright kill every single thing in the game and totally ignore stealth. The first mission you can just walk in the front gate and slaughter it all. (Arguably doing so can be far more difficult than using stealth). You can also use stealth to get through most sections of the game even on expert while having your weapon out all the time (increase ability to be seen). The same type of things would occur if you had this full of a stealth system in an rpg. You would have people going through areas just using stealth (wearing soft shoes, dark clothes, having weapons sheathed, movnig slowly from shadow to shadow, and avoiding walking on loud surfaces). You would have others in platemail with a huge claymore slaughtering everything in site. And some would use stealth to get in position and snipe certain enemies, or groups might have a rogue sneaking ahead to tell when to hit people to reduce numbers fought at once. Or remove certain guards that would warn groups ahead. Maybe even sneak ahead and then make their location known and run lots on a wild goose chase while the group moved past them. Good stealth systems add alot of tactical aspects to gameplay, and can make for more diverse methods of accomplishing goals. If you put thief style stealth in a crappy fps though it wouldn't make it a good game, same with just dropping it into a rpg. It worked in thief because thief did everything right. If an rpg does everything right it would be awesome too. Stealth is one thing that can be done right, done acceptably, or just ignored. Doing it right is just one more thing that makes a game better than its peers. Just like a better skill system, better combat, or nicer looking graphics. |
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Consensus 5/15/07 10:02:34 AM
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