How will stealth work if stealth is no longer a skill?

Post » Wed Dec 02, 2015 8:21 am

Being alerted that an enemy has seen you and is coming after you is a feedback mechanic to increase gameplay satisfaction. If you thought you were still sneaking and a raider ran up and shot you in the back, a lot of players would think (incorrectly) that Stealth was "broken". A basic rule of good game design is that a player should always be aware of the current game state. Feedback like the music changing, an enemy yelling "I think I saw something!", etc. are examples of this.

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Vivien
 
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Post » Wed Dec 02, 2015 4:07 am

this.

Game arent real life, so ppl dont want to get frustrate over it, if u never realize u been spot, u will end dying 10000 time, u maybe dont care about it, but u are the 1% of the total of ppl playing the game. And is sad to said, game that are made for the 1% of the audience tent to fail.

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Schel[Anne]FTL
 
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Post » Wed Dec 02, 2015 4:24 am

You broke my immurshun just reading this

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jessica Villacis
 
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Post » Tue Dec 01, 2015 9:52 pm

O noes! I hope your immurshun gets fixed.

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Mandy Muir
 
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Post » Wed Dec 02, 2015 12:15 am

I'm not worried. We don't know the details of the different ranks of Sneak, but we do know that agility plays an important part. I'm fully confident that stealth will be a viable option as soon as you emerge from the vault.

In the agility video, Vault Boy steals a dude's ammo from right out of his gun. I hope that was more than just a visual gag!

I think perception already does play a part - ever try to sneak past deathclaws? I think the instant feedback is unrealistic but necessary for a "fair" experience. I need to learn when I cross the line from sneaking so I can adapt. Dying from an enemy you didn't think could see you would be frustrating. Although I might be open to exceptions if expectations were clearly laid out. For example, an NPC remarks that those mutant landsharks have long-range x-ray vision in 360 degrees, so don't expect to sneak by one even if you think you have the skill. So you would know that [HIDDEN] refers to everything except those nasty landsharks and you should be even more on your guard than usual.

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ZANEY82
 
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Post » Tue Dec 01, 2015 7:10 pm

I completed the first Metal Gear a week ago and I could make all kinds of jokes...

So, crawling when?
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Agnieszka Bak
 
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Post » Tue Dec 01, 2015 7:22 pm

Hopefully its based on agility and what armor you are wearing. Mods actually had to add sneak penalties to power armor because you could sneak around like a ninja. I also don't mind the change because at sneak level 90 or 100 you were invisible to everyone even if you walked five feet in front of them in a brightly lit room. It was ridiculous.

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Richard Thompson
 
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Post » Wed Dec 02, 2015 12:41 am

I don't really see the issue here.

Sneak based on skill on a range of 1-100, or based on Agility on a range of 1-10.

The difference was virtually unnoticeable anyway at Skill unless you improved a fair bit. So scaling it back to a range of 1-10 seems far more reasonable and would feel more impactful. And we still got perks that improve sneaking, so what's the big deal?

I hope sneaking is a bit harder, and doesn't improve to obscene levels anymore. As many have already said it got a bit crazy at high levels, and this wasn't just true for TES series. But of course you would still have to be pretty damn good at Sneaking if you max out Agility and the related perks. Being great at sneaking didn't do you a lot of good if you were actually detected, so if it was to difficult to sneak around succesfully it could easily swing the other way and become a "useless" skill.

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Sabrina Steige
 
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Post » Wed Dec 02, 2015 10:09 am

I am well satisfied with sneaking in Oblivion, Fallout 3, and Skyrim. It affords me a fun balance of danger and safety. I would prefer that stealth not be made less effective.

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gandalf
 
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