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Distract Mechanic For DB and TG?

terrordactyl1971
terrordactyl1971
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Having played through the DB and TG recently, I can't help but feel that it's missing a feature seen in many other stealth games. An active skill to throw a pebble and distract an npc, turning him 180 degrees so that you can sneak past.

I think this would have made both DLC's alot more fun, especially the heists and sacraments. I know both DLC's have new skill lines, but they are passives only and I feel after not seeing any new active skills since release, the game would have benefited from a distract skill that can be slotted.

What do you guys think?
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    That would be awesome if u could throw a rock to distract an enemy.
  • hrothbern
    hrothbern
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    Having played through the DB and TG recently, I can't help but feel that it's missing a feature seen in many other stealth games. An active skill to throw a pebble and distract an npc, turning him 180 degrees so that you can sneak past.

    I think this would have made both DLC's alot more fun, especially the heists and sacraments. I know both DLC's have new skill lines, but they are passives only and I feel after not seeing any new active skills since release, the game would have benefited from a distract skill that can be slotted.

    What do you guys think?

    A bow shot against an opposite wall worked nicely in TES
    The NPC's even started talking about it and started wandering to it
    offering all kinds of possibilities
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • terrordactyl1971
    terrordactyl1971
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    That would be awesome if u could throw a rock to distract an enemy.

    It's fairly standard in other games I have played that use stealth - which is why it feels so "missing" to me, from these DLC's
  • ArchMikem
    ArchMikem
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    Relating to this, I've noticed that, when an NPC is following you it seems to have some great pathfinding as it always keeps up and rarely ever gets lost or stuck on something. But otherwise every single NPC in the world is locked to a set path where it goes along a route to Point B, idles, maybe does an animation, and then retraces the route back to Point A, then idles again before repeating the motion. I guess ZOS has done this to make things easier on the game?

    I guess an idea similar to what I just expressed would be that instead of locking onto the player, the NPC would lock onto an item thrown, and it would trigger a custom animation where the NPC would slowly move to this new Point in a cautious manner, and then would stand idle there for several seconds.

    But then there's a few problems, like how are you going to specify the NPC you want to distract to the game? Would this mechanic apply to any NPC, or would it be scripted during a Quest? Would the item thrown act like an AoE ability to where it would draw the attention of every NPC within the AoE circle?
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • terrordactyl1971
    terrordactyl1971
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    hrothbern wrote: »
    Having played through the DB and TG recently, I can't help but feel that it's missing a feature seen in many other stealth games. An active skill to throw a pebble and distract an npc, turning him 180 degrees so that you can sneak past.

    I think this would have made both DLC's alot more fun, especially the heists and sacraments. I know both DLC's have new skill lines, but they are passives only and I feel after not seeing any new active skills since release, the game would have benefited from a distract skill that can be slotted.

    What do you guys think?

    A bow shot against an opposite wall worked nicely in TES
    The NPC's even started talking about it and started wandering to it
    offering all kinds of possibilities

    That's true, would give a reason to craft a bow as well in ESO :-) something like this would really help with heists and sacraments as they lack a bit of replayability without it
  • yodased
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    The problem comes from this being an mmo, if there are 50 people throwing rocks, does the entire town leave? Can you distract a merchant or a guild trader away from his position?

    Great ideas are continually shot down because people would use them to mess with other people
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • terrordactyl1971
    terrordactyl1971
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    yodased wrote: »
    The problem comes from this being an mmo, if there are 50 people throwing rocks, does the entire town leave? Can you distract a merchant or a guild trader away from his position?

    Great ideas are continually shot down because people would use them to mess with other people

    Well, I did say Sacraments and Heists...both of which are instanced
  • KimberlyannKitsuragi
    I love the idea of a way to distract the guards more. Sometimes, I feel trapped between a rock and a hard place when sneaking around.
    Feel free to add me. I'm part of the Gummy Guars PC/Mac NA server. Master crafter and working on getting 9 traits on everything
  • Nestor
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    ArchMikem wrote: »
    But otherwise every single NPC in the world is locked to a set path where it goes along a route to Point B, idles, maybe does an animation, and then retraces the route back to Point A, then idles again before repeating the motion. I guess ZOS has done this to make things easier on the game?

    @ArchMikem

    It has been this way since the beginning. NPCs have always had a path defined, whether it is done with a Patrol Area or a defined path, NPCs have always had places to go and things to do. I think they both tweaked this and added new NPCs and moved some around for the Justice System.


    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • nine9six
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    Remember playing Thief: Deadly Shadows ?


    (torch on the wall)

    *shoots out torch with Water Arrow*

    (Guard) "Huh?? What was that?"

    (Guard wanders around for a bit.)

    (Guard) "Must have been a rat..."


    I love these mechanics. Functional and good for a laugh!
    Wake up, we're here. Why are you shaking? Are you ok? Wake up...
  • ArchMikem
    ArchMikem
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    Nestor wrote: »
    ArchMikem wrote: »
    But otherwise every single NPC in the world is locked to a set path where it goes along a route to Point B, idles, maybe does an animation, and then retraces the route back to Point A, then idles again before repeating the motion. I guess ZOS has done this to make things easier on the game?

    @ArchMikem

    It has been this way since the beginning. NPCs have always had a path defined, whether it is done with a Patrol Area or a defined path, NPCs have always had places to go and things to do. I think they both tweaked this and added new NPCs and moved some around for the Justice System.


    I tried to mean that, some other titles have NPCs that seem to run on a grid that allows them more freedom of movement, or that they have dynamic-whatever pathways that can change itself whenever an event happens or something suddenly blocks their path, but then maybe that's what you meant by Patrol Area.

    I guess to simplify my meaning, ESO's NPCs seem to be on Rails.
    Edited by ArchMikem on July 21, 2016 10:56PM
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
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