Nazon_Katts wrote: »Dunno, I'm not overly impressed with what they did with the money that was thrown at them, so I'm not entirely sure throwing more will do any good. Maybe if it were just coins?
phreatophile wrote: »Nothing to see here.
Stealth and especially cloak haven't ever worked properly Cyrodil. Must not be something they care about.
Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.
Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.
Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.
Yes, and then they leave you bugged "in combat" and unable to restealth minutes after running out of their Daedric sniper rifle range...
I really don't understand the design here either.
NPCs spotting you instantly, it's got to be intentional, right?
What is the aim of this design I wonder, and why not just give them a normal detection radius?
Let's see if this works...
*throws coins @ZOS_GinaBruno, @ZOS_JessicaFolsom & @ZOS_KaiSchober*
Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.
Yes, and then they leave you bugged "in combat" and unable to restealth minutes after running out of their Daedric sniper rifle range...
I really don't understand the design here either.
NPCs spotting you instantly, it's got to be intentional, right?
What is the aim of this design I wonder, and why not just give them a normal detection radius?
Let's see if this works...
*throws coins @ZOS_GinaBruno, @ZOS_JessicaFolsom & @ZOS_KaiSchober*
driosketch wrote: »Of course most of their projectiles are reflectable.Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.
Yes, and then they leave you bugged "in combat" and unable to restealth minutes after running out of their Daedric sniper rifle range...
I really don't understand the design here either.
NPCs spotting you instantly, it's got to be intentional, right?
What is the aim of this design I wonder, and why not just give them a normal detection radius?
Let's see if this works...
*throws coins @ZOS_GinaBruno, @ZOS_JessicaFolsom & @ZOS_KaiSchober*
driosketch wrote: »Of course most of their projectiles are reflectable.Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.
Yes, and then they leave you bugged "in combat" and unable to restealth minutes after running out of their Daedric sniper rifle range...
I really don't understand the design here either.
NPCs spotting you instantly, it's got to be intentional, right?
What is the aim of this design I wonder, and why not just give them a normal detection radius?
Let's see if this works...
*throws coins @ZOS_GinaBruno, @ZOS_JessicaFolsom & @ZOS_KaiSchober*
If only we were all DKs.
im sorry, but I just have to call people out for statements like this.
driosketch wrote: »Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.
Yes, and then they leave you bugged "in combat" and unable to restealth minutes after running out of their Daedric sniper rifle range...
I really don't understand the design here either.
NPCs spotting you instantly, it's got to be intentional, right?
What is the aim of this design I wonder, and why not just give them a normal detection radius?
Let's see if this works...
*throws coins @ZOS_GinaBruno, @ZOS_JessicaFolsom & @ZOS_KaiSchober*
NPC PvP Guards seeing you stealthed is by design in that they are supposed to serve as a barrier to keep players from soloing keeps or getting past locked scroll gates. (They even used them as a counter when players were able to discover enemy way shrines in the safe areas by placing them around said way shrines.) Of course most of their projectiles are reflectable.
phreatophile wrote: »Nothing to see here.
Stealth and especially cloak haven't ever worked properly Cyrodil. Must not be something they care about.
Agree on the frustrating part.driosketch wrote: »Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.
Yes, and then they leave you bugged "in combat" and unable to restealth minutes after running out of their Daedric sniper rifle range...
I really don't understand the design here either.
NPCs spotting you instantly, it's got to be intentional, right?
What is the aim of this design I wonder, and why not just give them a normal detection radius?
Let's see if this works...
*throws coins @ZOS_GinaBruno, @ZOS_JessicaFolsom & @ZOS_KaiSchober*
NPC PvP Guards seeing you stealthed is by design in that they are supposed to serve as a barrier to keep players from soloing keeps or getting past locked scroll gates. (They even used them as a counter when players were able to discover enemy way shrines in the safe areas by placing them around said way shrines.) Of course most of their projectiles are reflectable.
But when you start "soloing" a keep, you would have to attack a flag NPC atleast.
At this point, the other NPCs should detect you, essentially making "soloing" impossible (though not on resources, which is very possible at the moment despite these so called countermeasures).
Basicly what I'm saying is, that immediate 50m stealth detection of NPCs doesn't really accomplish anything (beyond frustrating players).
As for getting past locked scroll gates, I don't think that had anything to do with stealthing (and wasn't it fixed a while ago?)
driosketch wrote: »Agree on the frustrating part.driosketch wrote: »Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.
Yes, and then they leave you bugged "in combat" and unable to restealth minutes after running out of their Daedric sniper rifle range...
I really don't understand the design here either.
NPCs spotting you instantly, it's got to be intentional, right?
What is the aim of this design I wonder, and why not just give them a normal detection radius?
Let's see if this works...
*throws coins @ZOS_GinaBruno, @ZOS_JessicaFolsom & @ZOS_KaiSchober*
NPC PvP Guards seeing you stealthed is by design in that they are supposed to serve as a barrier to keep players from soloing keeps or getting past locked scroll gates. (They even used them as a counter when players were able to discover enemy way shrines in the safe areas by placing them around said way shrines.) Of course most of their projectiles are reflectable.
But when you start "soloing" a keep, you would have to attack a flag NPC atleast.
At this point, the other NPCs should detect you, essentially making "soloing" impossible (though not on resources, which is very possible at the moment despite these so called countermeasures).
Basicly what I'm saying is, that immediate 50m stealth detection of NPCs doesn't really accomplish anything (beyond frustrating players).
As for getting past locked scroll gates, I don't think that had anything to do with stealthing (and wasn't it fixed a while ago?)
I remember when the NPC guards were added to those gates, during Beta I think, to counter things like chain pulling players up over the walls. And I remember how annoying they were on a dead server when all I wanted was a sky shard from the already open gate. Basically, if you could get close, you could rush past them before they started attacking. The long range auto detections prevented that.
They've added a new barrier since, but the NPCs have always been meant to roadblock players. That's why they were given negate, made immune to siege weapons, more of them added, archers added, raised to V5, spawn rates increased, ect. The auto detection is just another thing meant to help in the defense of these points by giving away enemy positions. In theory, in practice they pretty much just hamper capturing in the non-vet campaign.