So that's ok? You are walking along, bang dead, game over, from an archer in the woods on sneak. That's fine, good game design? You wouldn't mind playing a game that does that, no warning. That's not a challenge, and it's not fun. And it gives you no chance to react or plan. The detect life comment was made later, in reply to Dragonbone's comment, which said stealthed enemies should only be in particular places, in which case, bring it on, enter such an area you can plan.
Tell me honestly, if you are travelling about in the wilderness, and just die instantly, on the spot, no warning, will you be glad that the designers are challenging you. And the next, random, could be anywhere, can't plan or react, place this happens, will you honestly be happy?
Every single first person shooter I have ever played springs to mind and yes, it was good game design, you can't possibly argue against that, or against how fun or challenging those games can be, unless you're taking some sort of "RPGs rule, FPS are inferior and are only played by morons" kind of standpoint.
It would be good game design if the player was not the only one who did the ambushing, and if you are ambushed, you may as well be ambushed properly. Otherwise there is absolutely NO point in introducing the system.
Besides, you can always see the arrow coming, or it could miss, or you see the archer off in the distance. It makes more sense to me, because if you are in the wilderness or bandit country you actually need to be vigilant and keep your guard up. Oblivion's wilderness was, for the most part, a heck of a lot safer than the roads were, which makes absolutely no sense.
A HUGE variety of environmental clues could be given through dialog about the region and the physical environment of the region, so you have some sense of "safe" travelling areas, areas where you need to be a little more vigilant and areas that are truly wilderness or bandit country. Furthermore, an arrow hit marker isn't infinitely fast like a sniper rifles bullet hit marker. It was slow enough in Oblivion that you can dodge at the last moment or with enough practice even "catch" it before it got to you. There's no guarantee that it will hit you if you see it coming, there's no guarantee that it will hit you if you don't see it coming, so frankly, I don't see why I can't be ambushed by the bandit in the woods with a bow.
Nothing wrong with something similar to the Rangers/Talons, rattle enough cages you will let something nasty out. But, and this is just a personal thing, my opinion and nothing more, if I was an Evil OverlordTM, and some oik of an adventurer was spoiling my plans, Pride and arrogance would overrule common sense, and in true fiction that includes evil overlords style, I wouldn't send out the sneaky assassins, I would send out the enormous scarred Orc boys, and make sure the pipsqueak adventurer was told, in no uncertain terms, who they had upset and how, before the heavies do their work. Sometimes you just have to think in cliches.
Evil Overlords are all well and good, but what about the bandits who want to raid travelers for their wives and petty cash?
The only reason NPCs in Oblivion can't detect you first, is because they have an extremely short detection range.
Cool, got it. Be good to see if it is tweaked.
I much rather enemies not spawn directly behind me, because that is a place I know I already checked for enemies. It would be cheap to do that as that means there is no reason to feel safe anywhere; it would be like having enemies getting free backstabs by teleportation. Having enemies needing to deliberately go behind me is more fair, as it gives me a chance to prevent them from doing so.
Not necessarily, it could be done really well. It HAS been done really well in the dungeons of ivellon mod. The spawn points just need to be carefully placed, so that it doesn't seem like a backstab by teleportation.
You could walk into a room, see a large closet and a chest, take the treasure and leave, only to get stabbed in the back by an enemy coming out of the closet. It should be most often done in places where you do have misgivings, rather than somewhere where it does just seem cheap. To be honest, I believe that having enemies needing to deliberately go behind me is more unfair on them, for the simple reason that unless they are a really low priority target in an area, you can easily prevent them from doing so, thus you don't get ambushed, which makes the mechanic superfluous in the first place. . Sure if it's some sort of labyrinthine dungeon where an NPC ditches off down a side passage while you're fighting his mate to end up behind you, but the typical Oblivion dungeon would be completely unsuited, as far as I can see, to that kind of AI. It would seem more like the NPC runs away from combat and comes back when he thinks you've forgotten all about the NPC that was in the room 1 minute earlier. Players aren't goldfish, they are more likely to deal with obstacles as they encounter them than forget all about the NPC just because they can't see them anymore.