What changes would you like to see in Skyrim's Stealth

Post » Tue Feb 01, 2011 2:30 pm

I think they'll add unique animations for Sneak Attacks with CQC weapons.

Yes, that would be nice.
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JAY
 
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Post » Wed Feb 02, 2011 12:04 am

I agree. But that's not what I said. When you killed someone with very low health, with a very strong weapon in Oblivion, while they were sleeping, the person would stand up in the bed and then collapse dead even when your blow killed them instantly.


That's odd. Everytime I killed someone with a strong weapon while they were sleeping them would just slide off the bed, dead. I guess I never had any glitches with my Oblivion. Maybe that's why I like Oblivion more than Morrowind, I didn't get any glitches and so many other people did.
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Brandi Norton
 
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Post » Tue Feb 01, 2011 6:38 pm

I think they'll add unique animations for Sneak Attacks with CQC weapons.


Yeah! short blades would be way more useful if you could sneak up behind someone, cover their mouth and slit their neck with a dagger
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Ashley Campos
 
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Post » Tue Feb 01, 2011 4:26 pm

How exactly is Metal Gear's stealth better than Thief's? For the majority of the series, remaining hidden is only a matter of staying out of the enemies' (ridiculously small) cone of vision, and from part 3 on, using camouflage. Noise was only ever a "sometimes" concern. In Thief, light, cover, line of sight, and noise all have to be taken into account at all times. The AI was also much better, enemies would react more realistically once they knew damn well something was amiss; if any single person discovered a body, or even saw you, his behavior would change permanently, and he would remain on high alert for the remainder of the level. In MGS, once you get through all the various alert phases (Alert, Evasion, Caution, etc.), enemy behavior resets, and they go back to acting as though they don't know you even exist. I like the Metal Gear series and all, but its stealth doesn't really hold a candle to Thief's.


The only thing you pointed out that was different was how MGS enemies reset after the alert phases, which is a valid admonishment, but "light, cover, line of sight, and noise all have to be taken into account at all times" in MGS 4 too. I just like MGS alot better than Thief for some reason... sorry man, but i cant help my prefrences.

This is a thread about skyrim though, so lets get back to that

p.s. noise was very much a concern in MGS (i.e. banging on a wall to lure an enemy)
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Hannah Barnard
 
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Post » Tue Feb 01, 2011 10:41 am

I think that for me,Thief 1 and 2 were the most thrilling stealth games ever made and I doubt if anyone will ever be able to recreate the heart pounding excitement of being in stealthy situations quite like they did it.
Escaping from guards once you were heard by hiding in a fireplace for 10 minutes until they gave up and went away or leaping into pool and hiding in the water - wow.
You were usually powerless to beat the guards unless you did it by stealth by backstabbing, coshing from behind or a single arrow from a distance.
But then again a thief in Thief was the only role you played and what the game was all about.

Elderscolls is a completely different game and stealth a very minor part of it but I would still like to see the stealth feature upped.
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Lily Something
 
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Post » Tue Feb 01, 2011 7:36 pm

The only thing you pointed out that was different was how MGS enemies reset after the alert phases, which is a valid admonishment, but "light, cover, line of sight, and noise all have to be taken into account at all times" in MGS 4 too. I just like MGS alot better than Thief for some reason... sorry man, but i cant help my prefrences.

This is a thread about skyrim though, so lets get back to that

p.s. noise was very much a concern in MGS (i.e. banging on a wall to lure an enemy)

You could bang on the wall, sure, but you seldom ever had to worry about how fast you walked, or what surfaced you traversed on, as opposed to Thief where every footstep had a chance of alerting your presence. Most of the time in MGS (especially 1 and 2), you could run at maximum speed without drawing attention to yourself. Any instance where you had to monitor your noise was the exception, not the rule.

Elderscolls is a completely different game and stealth a very minor part of it but I would still like to see the stealth feature upped.

Stealth doesn't, and really shouldn't, be minor, just like magic isn't and shouldn't be. Now I'm not really expecting Skyrim's to approach Thief, but it's no reason to not improve it, especially since components like AI and level design, both of which are vitally important to a stealth game, affect all areas of a TES game.
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Laura Simmonds
 
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Post » Tue Feb 01, 2011 7:46 pm

make it like the thief game series

the end.

:P
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Mr. Allen
 
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Post » Tue Feb 01, 2011 12:45 pm

You could bang on the wall, sure, but you seldom ever had to worry about how fast you walked, or what surfaced you traversed on, as opposed to Thief where every footstep had a chance of alerting your presence. Most of the time in MGS (especially 1 and 2), you could run at maximum speed without drawing attention to yourself. Any instance where you had to monitor your noise was the exception, not the rule.


Okay, well it's agreed that we want a system in Skyrim that makes the NPC's hear your footsteps if your moving to quickly and/or on loud material like in Theif AND MGS 3 and 4.

We basically want the best from both worlds right?
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Rhysa Hughes
 
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Post » Wed Feb 02, 2011 1:05 am

I think that for me,Thief 1 and 2 were the most thrilling stealth games ever made and I doubt if anyone will ever be able to recreate the heart pounding excitement of being in stealthy situations quite like they did it.
Escaping from guards once you were heard by hiding in a fireplace for 10 minutes until they gave up and went away or leaping into pool and hiding in the water - wow.
You were usually powerless to beat the guards unless you did it by stealth by backstabbing, coshing from behind or a single arrow from a distance.
But then again a thief in Thief was the only role you played and what the game was all about.

Elderscolls is a completely different game and stealth a very minor part of it but I would still like to see the stealth feature upped.


you forgot hiding in the dark to avoid stuff that likes to hide in the dark too *shivers*

thief games were awesome.
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Emilie M
 
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Post » Wed Feb 02, 2011 1:02 am

Okay, well it's agreed that we want a system in Skyrim that makes the NPC's hear your footsteps if your moving to quickly and/or on loud material like in Theif AND MGS 3 and 4.


I'm pretty sure Oblivion already has that sort of thing - I know for certain that moving (and particularly running) made you much easier to detect, even if you weren't in the line of sight of an enemy, and wearing armour boots added to this.* Though the walking on loud material thing should probably be emphasised, considering all that loud-to-walk-in snow that's going to be all over the place in Skyrim.

*At least until you got to 50 in your sneak skill. I'm not sure a blanket amnesty on heavy armour while sneaking was all that necessary, but I could understand a bit more making it so lighter armour didn't tip people off anymore.
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Far'ed K.G.h.m
 
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Post » Tue Feb 01, 2011 10:28 pm

How exactly is Metal Gear's stealth better than Thief's? For the majority of the series, remaining hidden is only a matter of staying out of the enemies' (ridiculously small) cone of vision, and from part 3 on, using camouflage. Noise was only ever a "sometimes" concern. In Thief, light, cover, line of sight, and noise all have to be taken into account at all times. The AI was also much better, enemies would react more realistically once they knew damn well something was amiss; if any single person discovered a body, or even saw you, his behavior would change permanently, and he would remain on high alert for the remainder of the level. In MGS, once you get through all the various alert phases (Alert, Evasion, Caution, etc.), enemy behavior resets, and they go back to acting as though they don't know you even exist. I like the Metal Gear series and all, but its stealth doesn't really hold a candle to Thief's.

Really, "all" Skyrim needs to do to improve stealth is improve the AI, make it more reactive to "unwanted" stimuli, such as what it can interpret as strange noises, sounds of violence, bloodstains, dead bodies, and items appearing in places they really shouldn't. A system of various awareness phases is only the tip of the iceberg.

Though I guess stealth kills would be nice, too. :evil:


This.
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Daddy Cool!
 
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Post » Tue Feb 01, 2011 6:57 pm

FO:NV has pretty good stealth.Bulky clothing affects stealth.Genius.
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Ana Torrecilla Cabeza
 
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Post » Wed Feb 02, 2011 12:24 am

Apologies for the bump.

Sneak attacks shouldn't always be one shot one kill because it wouldn't be fair that you could be a weak character who can kill a very strong NPC without actually fighting him.


What's not fair about it?

If someone's a 5'-5" tall girl weighing around 90 pounds and catches a 6'3", 285 pound dude off guard, hits him with a baseball bat over the head...

I don't care how tough the 6'3" dude is, he's going down.

Seems fair to me. Why should someone HAVE to engage in a "fair" fight? Should magic users refrain from using magic against warriors? Should warriors not use swords against magic users?




Stealth in general needed some work in the last game. One of the major handicaps to archery, among other skills, in Oblivion was that any action taken while in stealth mode would result in someone instantly seeing you, even if they had no idea what was going on.

As a Master Marksman one of the perks is that you can paralyze someone with a shot from a bow. I would also use paralyze poisons on the arrows. I recall shooting a target and every single time, despite that they had their back to me, I had been totally hidden, and they were now paralyzed, they would suddenly know exactly where I was.

More importantly perhaps, so would every other creature within a 50' radius.

Something resembling the Dukes of Hazard would then take place, where I would take off like a bat out of Hell down the length of the cave or hall, giving as much ground as I could, taking corners quickly, and generally trying to shake my pursuit.

Even if I was several rooms away from the pursuers and had taken several turns - thus they had no direct line of sight on me at all, they'd still know where I was and continue to close in on me. Conjurers would get near me and although I was still hidden, they'd know exactly which room I was in. They'd then summon a monster and despite that I could normally hide from that monster easily, it would - upon spawning in the room with us, know exactly where I was an immediately attack.

This made the concept of "stealth" pretty preposterous.

If they simply improved the stealth system in the game and actually played through with it this time in testing, making it serviceable, it would not only be a significant fix to stealth play in general but would also have a major impact on swords (which get a 6X strike if someone is hidden) and archery (which gains a 3x strike if hidden).

An improvement in stealth would go a long way to improving at least two other skills as well.
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YO MAma
 
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Post » Tue Feb 01, 2011 11:41 pm

Personally I thought it was hilarious when enemies were oblivious to their buddies lying dead on the ground in their smallclothes. :lol:
I think instant stealth kills would be nice, so long as your not able to instantly kill a boss or something.
I see it now:
*Asmodeus The Assassin peers into the dimly lit throne room and spots the Ultra Super Demon Wizard.*
He then proceeds to sneak up behind the Demon Wizard and stab him in the jugular.
Asmodeus:"Shanked, motherf*cker!"
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Jade MacSpade
 
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Post » Tue Feb 01, 2011 10:03 am

Sneak attacks shouldn't always be one shot one kill because it wouldn't be fair that you could be a weak character who can kill a very strong NPC without actually fighting him.


It shouldn't always be, no. But I should be possible more often then occasionally. With a dagger, a sneak attack in skyrim will be very powerful, if the blow, while ignoring armor, will kill an opponent, then there should be an assassination animation. If not it will still more often thsn not cripple the victim, making it easier to kill.
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Hazel Sian ogden
 
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