improvements on STEALTH?

Post » Wed Sep 01, 2010 5:10 pm

what improvements do you want to see?

my only gripe with oblivions was that once an enemy discovered you they would never lose you, and home in your position even if you were well hid.

so If I am caught but scramble down a dark tunnel and hide I want the enemy to lose track of me.

and it would be good if instead of a lone bandit chasing me, he would alert his friends yelling 'INTRUDER'..

I want stealth to have the tension far cry 2 has. That game has the best stealth imo.. difficult, but thats the point.
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amhain
 
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Post » Wed Sep 01, 2010 8:33 pm

Hmm. Some more serious penalty to even consider trying it with a full set of heavy armour or a clanging longsword. Also perhaps, a less ridiculous way of moving when sneaking. :P And having NPCs sneak on YOU !

Random idea, with the perks or maybe the dragonshouts : having a distract option ? I'd love to have some ability - maybe a spell, or a timed device ? - that would make a noise that would send a guarding NPCs away to check the source. Or something that would make the lamps go out.
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Sara Lee
 
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Post » Wed Sep 01, 2010 7:47 pm

Improvements to stealth? Making it the least bit fleshed-out and worthwhile would be nice.
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Solène We
 
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Post » Wed Sep 01, 2010 10:36 pm

what improvements do you want to see?

my only gripe with oblivions was that once an enemy discovered you they would never lose you, and home in your position even if you were well hid.

so If I am caught but scramble down a dark tunnel and hide I want the enemy to lose track of me.

and it would be good if instead of a lone bandit chasing me, he would alert his friends yelling 'INTRUDER'..

I want stealth to have the tension far cry 2 has. That game has the best stealth imo.. difficult, but thats the point.


I was able to get away sometimes :confused:

But the main thing I hated about stealth was that there were no special moves to take an enemy down. And no, the x2-6 doesn't count, the move didn't really look any different. I would also like to see backstab damage implemented.
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Aman Bhattal
 
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Post » Wed Sep 01, 2010 11:52 am

Maybe we should be able to throw items instead of just dropping them like in Oblivion. If I pick up an item from the floor/my inventory it'd be awesome to throw it and distract someone. I could put some rusty iron daggers to use this way.
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Auguste Bartholdi
 
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Post » Wed Sep 01, 2010 12:01 pm

Maybe we should be able to throw items instead of just dropping them like in Oblivion. If I pick up an item from the floor/my inventory it'd be awesome to throw it and distract someone. I could put some rusty iron daggers to use this way.

Yeah. :D There would need some parameters to ensure the NPCs are fooled realistically, and also a less clumsy way to handle objects, but that would sure add a twist.
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Ashley Hill
 
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Post » Wed Sep 01, 2010 10:33 pm

what improvements do you want to see?

my only gripe with oblivions was that once an enemy discovered you they would never lose you, and home in your position even if you were well hid.

so If I am caught but scramble down a dark tunnel and hide I want the enemy to lose track of me.

and it would be good if instead of a lone bandit chasing me, he would alert his friends yelling 'INTRUDER'..

I want stealth to have the tension far cry 2 has. That game has the best stealth imo.. difficult, but thats the point.

You are joking right, Farcry 2 had horrid stealth mechanics!!

But yes, stealth definitely needs an overhaul and I agree with your basic idea, you should be able to re-hide if you lost your enemy.
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Adrian Powers
 
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Post » Wed Sep 01, 2010 5:57 pm

Distractions and non-lethal takedowns would both be great, but the core problem with stealth lies in the AI (see sig). If Skyrim sticks with a binary awareness model for enemies/NPCs, then stealth gameplay will remain fairly shallow.
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katie TWAVA
 
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Post » Wed Sep 01, 2010 2:22 pm

Really people? He obviously means stealth, no need to be a smart ass.
I liked Far Cry's stealth approach, not too incredibly hard and not to incredibly easy (Oblivion). I also want some thing other than [Hidden] or [Caution], I'd rather it be intergrated into the rest of your HUD or atleast a bit smaller than huge words above your reticle. Maybe some thing similar to Dark Messiahs or a sound and light bar on the side of your screen that measures the amount of light falling upon you and the send each step makes.
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JUan Martinez
 
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Post » Wed Sep 01, 2010 7:36 pm

Re-hiding from enemies based on sneak and environmental conditions, a definate must.

but more importantly, No more psychic guards!!!
thank goodness for modded Oblivion.
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Jessica Stokes
 
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Post » Wed Sep 01, 2010 4:29 pm

my biggest disappointment in oblivion regarding this is that none of the rich people really had anything worth stealing. i used to break into houses in the elven garden(thats what its called right?) in the imperial city, and all i found was clothes, potatoes, and crap that everyone else had. i want some worthy victims!! (that goes for pickpocketing too)
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El Goose
 
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Post » Wed Sep 01, 2010 12:47 pm

To those mentioned take dowm moves and such, wouldn't that make character skill pointless and make the game too easy? It might as well be an action game if we're going to leave everything up to player skill like that.
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x a million...
 
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Post » Thu Sep 02, 2010 12:43 am

No more psychic guards!!!

No more guards that will walk by two feet from you when you are quite ridiculously trying to embrace a very thin pillar in about a hand's width of shadow. ^_^

Also, you shouldn't be able to rummage in containers for as long as you like when in sneak. Perhaps that could be achieved by not pausing the game then, so you risk being discovered ?
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Melanie Steinberg
 
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Post » Wed Sep 01, 2010 10:01 am

I definitely want to be able to hide from enemies once they have spotted me, but they would continue to search the area for a while before giving up their pursuit. Skyrim looks like it should do everything Oblivion tried to do, and with any luck that will include a reworking of stelath mechanics.
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Katey Meyer
 
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Post » Wed Sep 01, 2010 6:13 pm

To those mentioned take dowm moves and such, wouldn't that make character skill pointless and make the game too easy? It might as well be an action game if we're going to leave everything up to player skill like that.

Non-lethal takedowns wouldn't break anything. You just tie them to skill and put realistic limitations on them. Do spells like paralyze break the game? Same concept.
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J.P loves
 
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Post » Wed Sep 01, 2010 11:46 pm

I'd like some context sensitive stealth. If I'm up against a wall, I want to be up against a wall, if I'm crouched behind a fence, I want to look like I'm hiding there.
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gemma
 
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Post » Wed Sep 01, 2010 9:33 am

Non-lethal takedowns wouldn't break anything. You just tie them to skill and put realistic limitations on them. Do spells like paralyze break the game? Same concept.

No paralyzing doesn't break the game but then it only provides a temporary advantage and the strength of it depends entirely on character skill and enchantments. How are skills going to be worked into takedowns? And what would the realistic limitations be?
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Farrah Lee
 
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Post » Wed Sep 01, 2010 4:40 pm

Non-lethal takedowns wouldn't break anything. You just tie them to skill and put realistic limitations on them. Do spells like paralyze break the game? Same concept.

Indeed. After all, stealthy character already use poisoned weapons, to the same effect.

As for the special stealth moves, must have some form of challenge to them still. Like for instance, if there is the ability to kill instantly, the necessity to have to aim properly to the heart or the head. In any case, like LastDual says, a form of realistic limitation to them.
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BRAD MONTGOMERY
 
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Post » Wed Sep 01, 2010 11:14 am

It's a minor thing, but I'm hoping that different armor/clothing types will give camouflage bonuses. Like, dark items give a bonus in shadow, white items give a bonus in snow, green and brown items give a bonus in forests, with items deliberately designed as camo giving bigger bonuses.

For stealth in inhabited areas, they should have an alternate way of sneaking -- not so much trying to avoid being seen by a thousand eyes, but more just to look like you belong and blend in. Clothing should be even more critical there -- wearing faction armor or clothing appropriate to the setting (rural garb for farming villages, cheap clothing in the docks, fancy duds in the noble district) helps you fit in, while walking around in a suit of daedric armor will pretty much draw everyone's eye (walking around in exquisite clothes on bad side of town might also draw attention, of the kind you don't want unless you're prepared for a mugging).

It would also be nice if there were separate animations for social stealth so you aren't blatantly skulking through a crowded street at high noon. The game could just look at which form of stealth (visual or social) made more sense based on which gave you the advantage, and swap animations accordingly.
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~Amy~
 
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Post » Wed Sep 01, 2010 5:45 pm

It's a minor thing, but I'm hoping that different armor/clothing types will give camouflage bonuses. Like, dark items give a bonus in shadow, white items give a bonus in snow, green and brown items give a bonus in forests, with items deliberately designed as camo giving bigger bonuses.

For stealth in inhabited areas, they should have an alternate way of sneaking -- not so much trying to avoid being seen by a thousand eyes, but more just to look like you belong and blend in. Clothing should be even more critical there -- wearing faction armor or clothing appropriate to the setting (rural garb for farming villages, cheap clothing in the docks, fancy duds in the noble district) helps you fit in, while walking around in a suit of daedric armor will pretty much draw everyone's eye (walking around in exquisite clothes on bad side of town might also draw attention, of the kind you don't want unless you're prepared for a mugging).

It would also be nice if there were separate animations for social stealth so you aren't blatantly skulking through a crowded street at high noon. The game could just look at which form of stealth (visual or social) made more sense based on which gave you the advantage, and swap animations accordingly.

Not a minor thing. That would be great.

Love the "blending in" concept. You shouldn't be able to get away prancing around in gloomy DB garb in the street, nor should you be accepted at all if you wear anything else than fine clothes in a "whodunnit" sort of quest.
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Brentleah Jeffs
 
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Post » Wed Sep 01, 2010 6:58 pm

No paralyzing doesn't break the game but then it only provides a temporary advantage and the strength of it depends entirely on character skill and enchantments. How are skills going to be worked into takedowns? And what would the realistic limitations be?

If I'm low skill a knocked out guard would wake up sooner. I might also make more noise, alerting others nearby. You could have a basic stealth skill level needed before even unlocking the ability (for instance, make knock-outs a perk that requires level 60 stealth, etc.). I can think of plenty of possible limitations...
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RaeAnne
 
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Post » Wed Sep 01, 2010 10:47 pm

If I'm low skill a knocked out guard would wake up sooner. I might also make more noise, alerting others nearby. You could have a basic stealth skill level needed before even unlocking the ability (for instance, make knock-outs a perk that requires level 60 stealth, etc.). I can think of plenty of possible limitations...

I see. That makes sense. Also when you said take down moves I thought you were talking about instantly killing people from behind. Your idea isn't too bad.
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Jamie Moysey
 
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Post » Wed Sep 01, 2010 11:57 am

Take all the goodness from Splinter Cell: Chaos Theory, which was everything, and put it in Skyrim. Lethal and non-lethal stealth attacks, meters showing how visible the player is and how much noise the player is making along with the ambient noise of the environment, the ability to move bodies, and interrogating enemies during certain quests.
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sunny lovett
 
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Post » Wed Sep 01, 2010 11:00 am

Take all the goodness from Splinter Cell: Chaos Theory, which was everything, and put it in Skyrim. Lethal and non-lethal stealth attacks, meters showing how visible the player is and how much noise the player is making along with the ambient noise of the environment, the ability to move bodies, and interrogating enemies during certain quests.

yea, splinter cell should implement interactive dialogues, alchemy, faction quests, side quests, romance... etc.
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JaNnatul Naimah
 
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Post » Wed Sep 01, 2010 7:23 pm

Riddike had some good stealth.
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Jesus Sanchez
 
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