Inixia wrote: » Another option is to have the stealth mechanic be skill based in some way, like having to use shadows or having visibility within a certain range or outside of frontal vision. That way they still get the advantage... but only if they don't provoke suspicion and position smartly.
Scathyr wrote: » Inixia wrote: » Another option is to have the stealth mechanic be skill based in some way, like having to use shadows or having visibility within a certain range or outside of frontal vision. That way they still get the advantage... but only if they don't provoke suspicion and position smartly. I like this idea. I’ve never even considered the idea of a stealthed target only being partially visible when viewed in a the frontal cone of your character. What a neat concept. This gives both the target of the rogue, and the rogue itself, tools to work with surrounding the stealth skill. I would add that it would be interesting if there was a certain attribute that contributed to stealth detection. Maybe intelligence (which seems like a primary stat for common targets of those who utilize stealth), wisdom, or an entirely separate stat synonymous with “stealth detection.” Perhaps it’s something you could train, related to your race and its natural abilities to see stealthed/hidden objects, or class specific enhancements. This would be similar to how passive detection might work in Dungeons and Dragons.
Scathyr wrote: » Haha, I suppose you’re right, when you consider the immersion bit. I have a feeling that most players won’t be walking around all the time twitching, expecting a random rogue to gank them. Conversely, I do expect people to become twitchy upon noticing there is something camouflaged around them, or perhaps after having been ganked. But, speaking from an immersion point of view, that makes equally as much sense. S
Irohnic wrote: » ...At the same time jumping around all the time is a pretty standard player behavior in mmo's that is not really an immersive action...
Tragnar wrote: » in other words make stealth useless for attacking and good only for running away. Interesting suggestion
Tragnar wrote: » I very much rather prefer the any distance visual cues we have now than what you suggest