Since
@ZOS_JasonBarnes mentioned that ZOS were looking at heist feedback, I thought I might as well give my suggestions. I am doubting that there is much incentive for ZOS to make any significant changes to heists, as they can't charge for it - but given that Dark Brotherhood is also coming out soon, improvements to stealth in general may be possible. So here we go:
Hiding Places:
- This is mainly aesthetics - but apart from in the trailer, i've never seen anything other than a basket to hide in. Why do the guys in the daedric ruin have the same baskets as the guys in the sewer? Sure, you know what to look for, but it gets a bit boring hiding in the same thing over and over again.
- It's kind of silly that you can be right next to an enemy who is chasing you, but when you jump in, they forget you were ever there. My suggestion is that if you are still in the detection radius of an enemy, you cannot use a hiding place. You need to outrun the enemy, and then hide for them to forget you.]
- Hiding places should be added to cities all over tamriel.
Detection Range:
- I'd like to be able to see the detection range of a normal guard, in the same way as a lantern guard. This should apply to all guards across tamriel, when in sneak mode - as I think the lantern thing does already? If not, this should also be applied across Tamriel.
- This ability SHOULD NOT BE STANDARD. It should be part of the Dark Brotherhood Skill Tree. a new passive - "Perception" with multiple levels. Each level reveals new things in sneakmode. 1 - Traps now glow (red) in sneak mode. 2- Guard detection ranges are visibile in sneak mode. 3- Guard Line Of Sight is now visible in sneak mode. (I imagine this to be a filled in segment of the circle shoing the detection range).
Guards
- Guards should be hard to kill, not impossible to kill. They should have a respawn rate of 0s, But it should be a "From the guardhouse" respawn, rather than on the spot. This gives players chance to get away.
- The Guards in Abah's Landing in particular need a longer cooldown on their crowd control. If you get their attention, it is almost certain death with incredibly little chance of fleeing, and no chance of fighting back (Abilities silenced, plus invincible, plus apparently not affected by crowd control).
- Also guards chasing another player shouldn't affect me when they crowd control! (I think I heard that his is already being worked on though. )
Heists:
- Longer time for heists where you have to find things which don't have a location on the map. E.g. Collecting the gems.
- Nothing should reduce remaining time. Why, realistically, would being detected reduce the time until the Heist Master meets the Buyer?
- Maybe re-look at some of the guard paths. Sometimes you can be trapped in between to lanterns walking towards ou, with nowhere to go, and they ultimately meet and detect you and there is nohing you can do about it. Dieing because you made a mistake is one thing - dieing because you had no other choice is not fun.
- Reward should be worked out as follows:
Base Reward for stealing required items
minus penalty for being late
minus penalty for being detected (Only one penalty, even if detected multiple times)
minus penalty per enemy killed (It's messy, not the thieves guild way!)
plus bonus for stealing some other, non-required unique item. Several possible items unique to each dungeon, but only one per instance. Paintings, Vases etc that can reuse existing assets but be stealable.
I think that's it for now... I don't actually expect many of these changes to be made, But i'd like to see them...