skyrim stealth

Post » Wed Sep 29, 2010 8:44 pm

i was watching the "http://www.gameinformer.com/b/news/archive/2011/01/10/video-behind-the-scenes-of-skyrim.aspx" vid on GI and at 1:38 you can see on the marker board behind him a layout for stealth detection. it says detected, undetected, caution and danger. does this mean they plan to give the game a new stealth system? i hope so
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phil walsh
 
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Post » Wed Sep 29, 2010 8:50 am

No. It just means they're probably giving NPCs the same awareness states that Fallout 3 had. In other words: same system from Oblivion with some improvements.
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NO suckers In Here
 
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Post » Wed Sep 29, 2010 12:38 pm

i was watching the "http://www.gameinformer.com/b/news/archive/2011/01/10/video-behind-the-scenes-of-skyrim.aspx" vid on GI and at 1:38 you can see on the marker board behind him a layout for stealth detection. it says detected, undetected, caution and danger. does this mean they plan to give the game a new stealth system? i hope so

That sounds very much like Fallout's stealth system.
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STEVI INQUE
 
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Post » Wed Sep 29, 2010 8:46 am

That sounds very much like Fallout's stealth system.


lol either way its better than oblivions. also there were things on the board for crafting menu, looting options, and looks like alchemy.
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kat no x
 
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Post » Wed Sep 29, 2010 3:25 pm

Those different degrees of detection may not be noticeable on the surface like they were in Fallout. I'm sure the system will be updated in many ways. First of all, since they have updated/overhauled Radiant AI, they will be able to update the system for NPC ability to detect the PC. Also, I'm sure they'll make some tweaks to the way sneak attacks work (along with perks that do even more tweaking) and how stats and items affect detection. There will probably be a few dragon shouts that will be very useful to stealth characters, and a new lockpicking system.

So a lot of tweaks and modifications, but I wouldn't expect any crazy additions though (climbing, grapple hook, etc.).
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Thema
 
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Post » Wed Sep 29, 2010 9:09 am

Those different degrees of detection may not be noticeable on the surface like they were in Fallout. I'm sure the system will be updated in many ways. First of all, since they have updated/overhauled Radiant AI, they will be able to update the system for NPC ability to detect the PC. Also, I'm sure they'll make some tweaks to the way sneak attacks work (along with perks that do even more tweaking) and how stats and items affect detection. There will probably be a few dragon shouts that will be very useful to stealth characters, and a new lockpicking system.

So a lot of tweaks and modifications, but I wouldn't expect any crazy additions though (climbing, grapple hook, etc.).


yes this is all true too. but i would like to at least see climbing again like in daggerfall.
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Claire Mclaughlin
 
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Post » Wed Sep 29, 2010 8:07 am

I would imagine some upgrades. Fallout 3 did is much better than Oblivion, so I'm sure that it will be at least that much better. I'm sure the new A.I. let's them do some pretty cool stuff.
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Bigze Stacks
 
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Post » Wed Sep 29, 2010 10:17 pm

No. It just means they're probably giving NPCs the same awareness states that Fallout 3 had. In other words: same system from Oblivion with some improvements.


Oblivion had more than just Undetected and Detected also. They had the same system as far as I know seeing as how NPCs would say "What was that? Damn rats scurrying around in the dark." or "Who's that? Show yourself!"
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Jani Eayon
 
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Post » Wed Sep 29, 2010 7:52 pm

i was watching the "http://www.gameinformer.com/b/news/archive/2011/01/10/video-behind-the-scenes-of-skyrim.aspx" vid on GI and at 1:38 you can see on the marker board behind him a layout for stealth detection. it says detected, undetected, caution and danger. does this mean they plan to give the game a new stealth system? i hope so

Doesn't quite say that. Just:

? separate "I'm sneaky" from "I'm detected"

? How to tell difference between "detected" & "danger"

(arrow pointing down to...)

DUH! The people trying to kill you!


So basically, it looks the same as the Fallout 3 stealth model, which uses 3 states (hidden, caution, detected), which is a little disappointing.

The difference is they're trying to figure out how to communicate those states to the player using less/no HUD.
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Lindsay Dunn
 
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Post » Wed Sep 29, 2010 10:53 am

The concept of stealth and being hidden is always hard to work out in video games.
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Emilie M
 
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Post » Wed Sep 29, 2010 1:23 pm

Word. :goodjob:

I hope sneak/marksmen are both beefed up.

Started a pretty good http://www.gamesas.com/index.php?/topic/1152319-marksmen/page__p__16861649__fromsearch__1#entry16861649 about it a while back.
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AnDres MeZa
 
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Post » Wed Sep 29, 2010 8:44 pm

I think a more elegant system would simply be to have your visible weapon (raise a hand as you crouch if your weapon is sheathed) go transparent - with different degrees of transparency depicting how hidden you are.

Technically, Falloout 3 used "danger" for [detected by enemy] and "detected" for [detected by non-hostile NPC]. A simple, HUDless technique like a fade would work in both situations and be less obtrusive.
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Emmanuel Morales
 
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Post » Wed Sep 29, 2010 5:47 pm

Doesn't quite say that. Just:



So basically, it looks the same as the Fallout 3 stealth model, which uses 3 states (hidden, caution, detected), which is a little disappointing.

The difference is they're trying to figure out how to communicate those states to the player using less/no HUD.

Personally, I think it would be a step in the right direction.

In TES playing a stealthy marksman never amounted to much more then sneak shot before resorting to a sword or spamming the attack button. No style. The same type of build in FO3 was deadly and a lot of fun.

That was also a popular build and you know Beth knows it.
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Stephanie Kemp
 
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Post » Wed Sep 29, 2010 2:25 pm

Doesn't quite say that. Just:



So basically, it looks the same as the Fallout 3 stealth model, which uses 3 states (hidden, caution, detected), which is a little disappointing.

The difference is they're trying to figure out how to communicate those states to the player using less/no HUD.


expand the vid to full screen and look at the board when the camera is zoomed out on Todd. in the top left corner you can see what i was talking about but obviously as you said they're trying to figure out how to communicate it to the player
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Honey Suckle
 
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