Revising Detection and Sneaking

Post » Sat Sep 18, 2010 3:16 pm

Edit: I'm just doing a super brief summary of the uber-long original post. (sorry about that).

1. Sound made by player should take into account all gear, and movement, and how the movement impacts the gear.
2. Sound penalty should drop at logarithmic rate over distance, not linear
3. The ambient light shining on both the detector and the target should be taken into account.
4. Sight-lines shouldn't have a visual limit, but "awareness" would increase according to proximity.
5. Carrying a lit torch should nerf or reduce the effectiveness of Invisibility / Chameleon
6. A spike in sound/penalties for whenever you draw a weapon or change gear
7. Other applicable skills should help off-set some of the penalties, such as Light Armor, Heavy Armor, etc.
8. Greater benefits for those who reach higher skill levels that make it worth the effort.
- extended back stab multipliers
- eventually counter or minimize penalties for sound
- counter movement speed penalties for sneaking.

Original Post follows with details and other ideas if you feel like wading through it.
_______________________________________________________

I'm currently working on a Mod for Oblivion to attempt to implement some of these ideas, and felt it might be worth posting in case you thought some of them were worth implementing in Skyrim.

It's complicated, but I will do my best to be brief.

OVERVIEW
In Oblivion, the main three categories that go into detecting are Sight, Sound, and Skill. Makes total sense. But here are some suggested alterations.

REVISING THE DETECTION DISTANCE FACTOR
In Oblivion, the exact same formula was applied to all three categories ( 1 - (distance between Detector and Target / Max Detection Distance) )
In order for things to be a little bit more immersive, and slightly more realistic, I'd have a totally different calculation for each category, as well as other tweaks to really flush it out.

SIGHT:
1. No max distance. In perfect lighting conditions and direct line of sight, a person can see a candle three miles away at night.
2. Instead, apply lighting conditions to both the target and the detector. If both are in the same lighting, and in LOS, and six feet apart, you are gonna see each other. However, if one is in a very bright light shaft (100 ambiens), and the other is nearby, but in a pocket of darkness (8 ambiens), you could make the argument that the one in the light would have a lot of difficulty seeing the one in the dark, even if they are six feet in front of them. We already run into that as players when we walk into a dungeon and light a torch, so the same should be applied to NPCs. Speaking of torches...
3. Torches and invisibility. I think that if a player has a lit torch out while being invisible, either the invisibility gets nerfed or the 100% effectiveness of the spell is offset by the brightness of the torch. So if a torch gave off 70 Ambiens, the invisibility would only have an effectiveness of 30. Same would apply to Chameleon, although the spell might not get nerfed, the effectiveness of the Chameleon is countered by the "floating torch" effect.
4. Weather. I am hoping that in addition to line of sight, lighting, and solid obstacles, you can also take into account things like glass, fog, water, etc. That'd be sweet.
5. Peripheral Vision. I think it would be swell to add peripheral vision into the equation, not just LOS or not LOS. One would get full bonus for LOS, about a 90 degree field of view, penalties for peripheral, about another 30-40 degrees to either side. Different races (like Argonians), might have a wider field of view, and therefore be harder to sneak up on. These would be bonuses purely towards detection, not just a bonus to their sneak skill.

SOUND:
1. Volume drops over distance exponentially, not linearly. I dabble in music/dj-ing, and have done quite a bit of research on the subject. This is an oversimplified explanation, but the way human hearing works, the perceived volume of a sound drops in half for every three feet it travels, until it eventually becomes inaudible. So the actual max distance is determined by the initial volume of the sound being made. The penalty would be the volume of the sound by the time it reaches the position of the detector. You could also layer in ambient noise, and how distracted they might be. When I play a thief, I usually move when two opponents are in a conversation with each other. Granted, that might be a real pain to program, so you could go with an alternate simpler algorithm that does set a fixed max distance, but calculates what the initial volume/penalty was, and what it falls off to at any given distance.
2. Volume of gear. I love Oblivion, but the idea that I could be in full heavy armor and run around in my barefeet while sneaking as a novice and not be heard was kinda silly. So my thought is you take into account all the gear that is equipped (clothes, armor, weapons out, etc.), and use the weight of it as a base, then make adjustments due to type (heavy/light/clothing/one handed/two handed/bow/staff). So Heavy Armor would make more noise than Light Armor, even if they are the same weight due to design. A longsword that is drawn has a greater chance of accidentally scraping a wall vs. a dagger that you can hold close to the chest. Plus the bigger the weapon is, the more "bulk" it adds. Try sneaking around with a Halberd out.
3. Effects of sneak mode. In sneak mode, you make further adjustments based on the skills the player has. For instance, someone with a high blade/sneak skill could offset the awkwardness of a longsword by deftly holding it so that it won't scraqe, or let the blade reflect any nearby light. Or a good armorer skill might imply the player knows how to "pad" the armor properly, and then the light armor/heavy armor skill indicates how well they know how to move in it, and then finally the sneak skill kicks in. However, even if you are maxed out in everything, heavy armor is still gonna make *some* noise. But then you can always counter that to some extent with an enchantment of some kind.
4. Magic effects. I always thought it would be neat if the silence spell had a positive spin to it: it nullifies any sound penalties. Granted you can't cast spells yourself, but if you are about to backstab someone, then it doesn't really matter then. That's the chance you take.
5. Running. Just like in Oblivion, there should be a sound penalty. But I'd make it higher to start, and then use Sneak and Acrobatics mastery to offset the penalty. If you are a Master in both, then I figure you are running like a Ninja, full speed, no penalties. That also means that the speed penalty for sneaking could/should be scaled to skill level as well. When you first start, sneaking is awkward, so you are forced to move slow. The better you get at it, the faster you can move without any increase in sound made.
6. Exterior vs. Interior. Initially I had trouble with why the max distance doubled, but I now I don't mind it. Out side there would be fewer obstacles because you would be in a larger space, so sound and visibility would extend further anyway.
7. Drawing weapons and changing gear. Now I know this is a bit over the top, but wouldn't it be neat if there was a sound penalty spike for the duration it would take for you to sheathe/draw a weapon or swap out pieces of armor? Set the penalty on a timer.
8. Race. Just like dogs have more sensitive ears, perhaps certain races/creatures do too, which would provide a multiplier for their ability to detect you (for better or worse). I'm thinking mainly the Khajiit in this case would be tough to sneak up on due to their hearing. These would be bonuses purely towards detection, not just a bonus to their sneak skill.

SKILL:
I actually like it pretty much the way it already is in Oblivion. The Sneak skill is a great "awareness" skill, and the further a target is from you, even if it is within your line of sight, you will be more likely to concentrate your attention on things that are closer. Along those lines, here are some other ideas to consider:
1. Distractions. If an NPC is in the middle of a conversation, or there are other NPCs around, they might be less likely to notice the player.
2. Fame/Infamy: I would say that the more fame/infamy you have, the more likely someone would spot you out of a crowd. There's nothing worse than trying to sneak up on someone from behind to pick a pocket and hearing a voice from behind *you*: "HEY! Aren't you the hero of Kvatch?"
3. Disposition: If people really like you, or really hate you, they would be more likely to pick you out of a crowd as well. Walk into any party, and see which people you notice first.
The best thieves are the ones that walked right past, and no one remembers what they looked like.

I've got ideas for adjustments for sleeping, swimming and jumping too, let alone tone and color of clothing worn, and extending sneak attack multipliers through all levels of Mastery, but I've already written more than I intended.

I really believe the suggested changes to the main three categories will not only add another layer of realism, but will really challenge a player to be a really good thief in the world of Tamriel. It won't be easy, but if they pursue it, at the higher skill levels, the rewards will be worth all the work.

I know these are significant changes, considering your deadline. But having been working through the math myself, I think a lot of the above features could be implemented without too much development time.

Thanks for listening.

And thanks for making such great games and reaching out to the community.

Saebel
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Life long Observer
 
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Post » Sat Sep 18, 2010 1:10 pm

I must complement you on an awesome and incredibly well thought out post. I don't pretend to understand quite a bit of it, but I'm sure lots of those ideas would help - and I often play stealth characters, so I have somewhat of a vested interest.

I hope this post is perused by the Devs :)
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Megan Stabler
 
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Post » Sat Sep 18, 2010 10:18 pm

Thanks!

Yeah, it took me a long freaking time to figure it out, and then try to convey it. It's complicated. I'm happy to answer questions if anyone wants clarification.
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Marie
 
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Post » Sat Sep 18, 2010 1:00 pm

I'll be disappointed if something like this is not in the game. But the disappointed level will be a bit lower if it is better than Oblivions at least.
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Rhiannon Jones
 
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Post » Sat Sep 18, 2010 1:41 pm

A admirable and obviously well thought out system, personally it sounds like it overcomplicates things a bit to much, why should someone care about stealth if it′s so much easier to just pick up a sword and be a warrior, or pick up a spell and be a mage?

To me that was the strength of Oblivions Stealth system, it′s was simple and to the point, meaning as a player I could as seamless get into stealthing as much as getting into fighting. It kinda feels like your trying to force someone who juggle 3 balls for fun and throw 4 more balls at him and force him to juggle like a "pro"
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Nick Pryce
 
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Post » Sat Sep 18, 2010 11:30 am

For me it was a matter of how silly it was to be a total novice, crouching in front of rat, that was literally three feet away, and it couldn't see me, even though I was looking straight at him. I get that this is a fantasy world, but within that context, they really made a lot of things believable within the game world. Sneaking around, not so much. It was one of the few elements that really pulled me out of the experience.

I will grant you that the system itself is much more complex, but that's really more on the programming side. As a player, you crouch, stick to the shadows, be picky about the clothing/armor you wear, the weapon you are going to use, and the timing of when you draw it. It many ways it has the same level of complexity that they have added to the combat system.

If I plan on sneaking up and back stabbing someone, I am much better off drawing the weapon way ahead of time out of ear shot than if I wait until I am close. I also have to get my timing right when I make my attack, and consider the lighting conditions while doing it. That's not much different than deciding between assigning a shield, a spell or a weapon to your off hand, or timing your blocking maneuver.

And the rewards for doing it right should be very great indeed, making a properly played thief character at the same par as any warrior or mage.

Oblivion really favored the warrior and mage world over the thieving side. These ideas could provide the foundation for a completely new approach that can really draw people in.
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Sweets Sweets
 
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Post » Sat Sep 18, 2010 6:25 pm


Oblivion really favored the warrior and mage world over the thieving side. These ideas could provide the foundation for a completely new approach that can really draw people in.


my sneaky bowman who sometimes never got touch by a foe says otherwise, stealth is a very viable way in Oblivion.

Also I find it a bit worrying that your constantly referring to classes, when one of TES strength in my book is that if I wanted to, I could be all three ;) the above sounds like your promoting people sinking even more into only doing one role
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Lily Something
 
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Post » Sat Sep 18, 2010 9:25 pm

I don't really think of warrior / thief / mage as classes, so much as tactics and skill sets. From what I understand, they are ditching the whole class structure, which is just as well. I never went with it.

I'm more of a character driven player. So I come up with a concept, and follow through with it.

And you are right on about using sneak and marksman to slaughter unsuspecting critters as a tactic. It's a solid way to go, and the way they designed it was very good. Throw in the bow-sway mod and it feels very much like the real thing.

I'm just looking for a wee bit more realism when it comes to the close up and personal sneakery. If you were just standing there, minding your own business, and felt something nudge you into a corner, don't you think you would turn and look? In oblivion, you could do that. As long as you were behind someone, if your stealth was high enough you could actually shove them around, and they wouldn't react. It was just... weird.

I like to get involved in the story and the character, and things like that pull me out of it. Kinda like obvious product placement in the middle of a really good movie. "Why'd they do that?"

Enh, that's just me. I'm sure they'll come up with something snazzy. They've clearly put in so much effort into the other areas, I'd be shocked if they didn't do some major rewriting of the sneaky code.
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jenny goodwin
 
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Post » Sat Sep 18, 2010 3:46 pm

Thief: The Dark Project did that great, and it was released in 1998. There is no excuse for having anything inferior to that in Skyrim. It was one of my major complaints in Oblivion and Morrowind.
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Adam Baumgartner
 
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Post » Sat Sep 18, 2010 9:48 pm

I just Wiki-d Thief: The Dark Project. Yes! The description covers a lot of the things that could be done. I don't think they have to necessarily go full bore this time around (they have their hands full I'm sure), but scripting in revised calculations for pre-existing conditions, they could easily do it without having to modify a single cell, item, or other gameplay setting or mechanic.
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Antonio Gigliotta
 
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Post » Sat Sep 18, 2010 6:10 pm

Great idea, however it nerfs stealth ridiculously compared to everything else so no.
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Post » Sun Sep 19, 2010 1:19 am

That took me ages to read, so I feel that I must give a comment.

Most of what you said is really good, but I don't think they should intertwine the skills too much. If they all effect eachother so much than things become complicated for the player, and could get annoying. I disagree about anything else being too complicated (all the exponential stuff), this can be done and the player wouldn't need to know about it unless they are really hardcoe, otherwise its just natural to act in those ways (I did for ages in Oblivion until I worked out I didn't need to).

Something else I noticed in Oblivion that would need fixing, is that opponents detected you partially based in their speed attribute. If you drained their speed to 0, they couldn't detect you if you were sneaking at all, no matter how bright the light or anything.

Really good post, especially compared against the other laymen of recent times. :foodndrink:
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Krista Belle Davis
 
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Post » Sat Sep 18, 2010 9:33 pm

Great idea, however it nerfs stealth ridiculously compared to everything else so no.

You could try and suggest ways to balance it instead of just being a jerk. They are already giving daggers and bows huge damage increases. I think 10x stealth bonus on a dagger is worth the risk of added detection variables because if you actually play a stealth character right they aren't going to impact you that much. It always irked me that stealth was challenging until you got to around level 30 and then most things wouldn't see you until you got close.

The coolest thing that we were told about stealth so far is that there is a searching level of awareness, not just invisible and knows where you are. This adds a whole new level because if you screw up and the bandit or whatever sees you you can run through some trees and pop a chameleon potion and if you are lucky they will search for a while then think you fled and go back to what they were doing.
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Rachyroo
 
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Post » Sat Sep 18, 2010 10:54 am

Well if NPC will actually use spells now, thats will be much better, use dispel area effect or detect life, using torches for light up dark places and looking for hidden player thats not so hard to be done, much harder make NPC ignite light sources in dark rooms for better player detection then cast detect life spell thats will substuct out player snake skill or magnitude of chameleon spell, awesome if will be done if NPC also use sneak and chameleon versus player.
Oblivion sneak system was much better then morrowind has, NPC actually care about sneaking around player, dragging stuff around, implemented working light detection and even weight of boots taken in account, I enjoy playing a sneak character in Oblivion, its pity thats so interesting system was so horrible damaged by chameleon spell I avoid use chameleon magnitude larger then 50 in my understood chameleon cant make actor totally indivisible, it just help blend with environment better, so I cap chameleon for self at 50 magnitude maximum, its still work at 100 for NPC trough.

Also I enchant my playing experience with some mods.
Sneak Penalties
http://tesnexus.com/downloads/file.php?id=35792
SneakClang
http://tesnexus.com/downloads/file.php?id=31675
Reneers Guard Overhaul
http://tesnexus.com/downloads/file.php?id=5977
Duke Patricks Fresh Kills Now Alert The NPCs
http://tesnexus.com/downloads/file.php?id=18065
Duke Patricks - Near Miss Magic And Arrows Alert The Target
http://tesnexus.com/downloads/file.php?id=16150
Duke Patricks Combat Archery
http://tesnexus.com/downloads/file.php?id=36836
Duke Patricks - Actors Can Miss Now
http://tesnexus.com/downloads/file.php?id=17706
Thieves Arsenal
http://tesnexus.com/downloads/file.php?id=9655
Haldars Mods Pack
http://tesnexus.com/downloads/file.php?id=36399
Stealth Wars
http://tesnexus.com/downloads/file.php?id=36493
Sleep to Save
http://tesnexus.com/downloads/file.php?id=11673
Blind Lockpicking with Graphical Addition & Modmans Lock Dif
http://tesnexus.com/downloads/file.php?id=3742
SM Security and Lockbash
http://tesnexus.com/downloads/file.php?id=16136
Security Rebalance Traps and Bash Locks v126
http://tesnexus.com/downloads/file.php?id=2152
Lock Bash Omega
http://tesnexus.com/downloads/file.php?id=25040
Inventory is a backpack
http://tesnexus.com/downloads/file.php?id=21721
Phitts Phighting Phixes
http://tesnexus.com/...le.php?id=32651
Put it in its Place - Enhanced Grabbing
http://tesnexus.com/...le.php?id=19847
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REVLUTIN
 
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