terrordactyl1971 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?
TX12001rwb17_ESO wrote: »That would be awesome if u could throw a rock to distract an enemy.
terrordactyl1971 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
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
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?
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.