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How can we have stealth back into gameplay?

Tasear
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Some brainstorming time for that promise to bosmers with more stealth in gameplay someday.

So should have sneaky mobs? Should sneaking help us get passed something? What do we want to see?

I am hoping ability to attack or interput something earlier if we detect it? What about you guys?

What do you want to see with stealth?
  • BlueRaven
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    It's an interesting question.

    Right now I seem to recall some humanoid (vampire?) mobs that will quickly enter stealth when you encounter them, and do a quick ambush to basically stun the player for a few moments. But I think that's all there is in the stealth department.

    But I guess the real question is; "How can stealth detect be used in PvE?"

    1A ) Well we can add npc assassins into the mix. A kind of flip side to the assassins guild quest line and like the "Destroy the Assassins Guild" quest line in Skyrim. I picture a day or so after completing the quest line we get an in game mail with a bloody hand print and a "We know" line scrawled on the bottom. In ESO once completed assassins can ambush the player as a random encounter. And the stealth detect can be of help there.

    1B ) A similar "Destroy the Thieves Guild" can be added as well. Once completed players will be unable to enter a thieves den, but can still hand over their stolen goods for a reward to guards. Again we can can have thief ambushes in game.

    Going a bit father a field and we change it slightly to a "detect hidden" we can open it up in different ways;

    2A ) For example; I am thinking about how I would implement this in a D&D setting. Such as being able to better find secret doors and hidden compartments. Secret doors is also something we don't have in ESO, so maybe a small chance to find extra loot in chests and crates.

    2B ) Oh! Chests! Maybe detect stealth can be stretched to allow them to find treasure chests easier!

    2C ) We can play into the "hunting" aspects of hunters eye and have randomly spawning stealthed game that Bosmers can find easier that drop better (aka rare) crafting items.

    2D ) Also there are some quests in game where a player needs to track an animal or person through the wilderness. Maybe bosmers don't need to go into a sneak position for those.

    •••

    I can go on, but I have some other ideas about what is lore friendly with Bosmers and stealth, that they can do besides give them a wider stealth radius. So here are some ideas;

    3A ) Allow them to go into stealth faster.

    3B ) Allow them (under certain circumstances) to go into stealth during combat (perhaps if they have not received damage in 6 seconds. Thats a spitball number so whatever).

    3C ) A speed boost to their stealth.

    3D ) A stealth the involves trees. Like if they stop and stay still near a tree for a moment, they become basically invisible until they move.

    •••

    I bet I can think of more, but I am very tired and still very depressed about the state of bosmers in general. I think I will call it a night.
    Edited by BlueRaven on February 7, 2019 5:23AM
  • TheShadowScout
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    Tasear wrote: »
    What do you want to see with stealth?
    I really want to see more missions that are giving out extra rewards for -sneaking past mobs- rather then killing them! There are far too few of that kind... thus being sneaky for fluffs sake is actually making people miss out on the killing expees...

    I also would love way more missions where you have a -choice- between combat and stealth options. maybe even three choices - fight, sneak, or use a social option, disguises bribes and bluffs to get past the opposition... the more options, the more fun, especially the replay value for all those alts.

    As for the mentioned "Opponenet of the TG/DB" option... Yes, Please! But then, I did mention something along those notions a while back with my idea for an "Enforcer Guild" that could place lawful characters in opposition to criminal guilds... even if only hunting NPC thieves and murderers, the mechanic of having to stealth-detect those now and then would definitely fit well into such an setup!

    Same for a "Hunters Guild" where you would have to use stealth yourself during your hunts or your desired prey might get spooked and run away before you can bag the trophy you are after! Also, all the "woodscraft" stealth ideas should be added to this guild, Bosmer are not the only ones who are good at being sneaky in the woods (though they are generally the best at it compared to all the other races, since they usually grow up with this skillset - bonus time?). I also really want some "camoflage" disguises purchasable for that guild, which would raise your stealth level for hunting... IF you pick the right one for the terrain at hand, so forest camo, snow camo, desert camo, swamp camo would all be different disguises...

    As for "Detect Hidden"... well, we have some of that with a few "tracking" quests, and of course the trap detection... also the dealing with angry or shy plants in murkmire (something I -really- would love to see refitted to other regions!)...
    ...but there could be more!

    ...adding more secret doors to detect and open would be a great first step! Especially if many of them might get added to old and tired dwelves/public dungeons/quest maps, giving people who pay attention access to a unmapped area, sometimes for some extra treasure, sometimes for some extra enemies, sometimes for some extra shortcut... (To make those bored with multiple replays of the same tired old stuff through alting want to check all that old stuff again on their mains, see if they can find the new additions!)

    ...in addition to "secret doors", how about making ALL thieves caches "hidden" as well? I mean, right now those things are -glowing- and -humming- so anyone gets their nose rubbed right into them... is that what makes thieves successfully hide their loot, neon buzzing signs? Not as I think about it... so instead, how about hiding them ALL in some way that can be detected only by sneakers? Have a loose brick in a wall that hides a thieves cache, have a stone in the field that is placed on top of one, have an piece of loose bark on a tree covering a hidden cache, have a loose floorboard in some room hide a cache, etc. All completely unremarkable to any normal character, but... if one with a TG membership looks at them while sneaking, they will highlight like those traps or tracking (maybe in dark blue instead of yellow?)

    ...more fun with traps would be even better! Like... making the traps -HURT- a lot more (and boy would I love them to get additional bonus damage for low health characters... like, say, have less then 25 attribute points in health, see 10% extra damage from traps, disease and poisons, less then 20 = 25% bonus damage, less then 15 = 50%; less then 10 = 100%, less then 5 = 200%, and at zero points in HT, 300% bonus damage; that would show those who put all their AP into their damage stat!), so that getting caught in a trap would be really, really bad... but also make most traps disarmable - with a new minigame! And maybe add a new clow color to them too, like... trackings glow yellow, traps glow orange?

    ...and for that one, also add trapped chests! The good old "poison needle" thing that's a classic in many a D&D rogue story... and, yeah, that would mean some chests might need -two- minigames, one to disarm the needle trap, and one to open the chest (but should have something good inside for the extra effort!)
    Also, while talking new minigames... I really, really, really would love to see not only the "lockpick" we have now, bt in addition to that and the aforementioned "disarm trap", I want a "dispel magic" minigame!!! And then I want magical barriers, magical wards, and magical curses on chests where you would use this! Meaning, yeah, some chests might even need -three- minigames, one to disarm the magical curse, one to disarm the needle trap, and then a third one to open the chest (but those chests sould guarantee something extra special!)
  • frostyhobo47
    frostyhobo47
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    The thieves guild should be added to base game as well as dark brotherhood, however not the locals that came with each. The refugees for each location can now be upgraded separately from each other and the higher the rank of a specific location will increase the obtainable loot from citizens here. The loot is not the only thing that gets upgraded but as well as the guards detection radius and move speed.

    The way you upgrade a location is laundering more things to a specific fence or donating a specific amount of gold to the moneylender.

    The "detection ring" thing should be added to some guards in town at night.

    Now this could also be made on a larger scale which could bring some cool dynamics to the world in general.
    So for the large scale version instead of the refugees being a personal upgrade it is now a live dynamic system that is based off of all thieving done by the matching faction to the region (AD player thieving cant effect EP regions).

    Each faction has a total number of guards that can be deployed to different cities, the higher the thieving going on in one location means that more guards get deployed there, which in turn increases the valuables that can be stolen, but also increases the difficulty [to the point that if you get caught stealing it should be a challenge to escape the guards] (These cities will be refereed to as most profitable cities).
    The locations that have the guards pulled away from will then become easier places to steel from but will have lower valuable items.

    when a certain number of players die to guards in the profitable city the crime rating lowers, thus spreading the deployed guards back to their original locations making the profitable city location move from time to time.

    The only way that this could work fluently is to really amp up the guard presence and general power in the most profitable city to offer an actual challenge for thievery.

    I would also argue that this all kind of makes sense due to more people living in a location brings more money to that area.
  • Feanor
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    Add all stealth applications you want for PvE. I don't care if stealth allows you to one shot Rhakkat. But please don't make stealth any "better" for PvP, it's already not very well designed there.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • jainiadral
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    Ooog, I don't like the stealth mechanics we already have above and beyond stealing stuff. Mobs going invisible is just annoying. The trap puzzles in this game don't add anything for me as they are. Making them more painful or challenging will only alienate me from completing the content-- walling off more of the game from what I personally consider fun. I'm already going to skip Orsinium on the rest of my alts because the trap mechanics and stealth quests repelled me.
    Edited by jainiadral on February 7, 2019 10:11AM
  • Tasear
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    Tasear wrote: »
    What do you want to see with stealth?
    I really want to see more missions that are giving out extra rewards for -sneaking past mobs- rather then killing them! There are far too few of that kind... thus being sneaky for fluffs sake is actually making people miss out on the killing expees...

    I also would love way more missions where you have a -choice- between combat and stealth options. maybe even three choices - fight, sneak, or use a social option, disguises bribes and bluffs to get past the opposition... the more options, the more fun, especially the replay value for all those alts.

    As for the mentioned "Opponenet of the TG/DB" option... Yes, Please! But then, I did mention something along those notions a while back with my idea for an "Enforcer Guild" that could place lawful characters in opposition to criminal guilds... even if only hunting NPC thieves and murderers, the mechanic of having to stealth-detect those now and then would definitely fit well into such an setup!

    Same for a "Hunters Guild" where you would have to use stealth yourself during your hunts or your desired prey might get spooked and run away before you can bag the trophy you are after! Also, all the "woodscraft" stealth ideas should be added to this guild, Bosmer are not the only ones who are good at being sneaky in the woods (though they are generally the best at it compared to all the other races, since they usually grow up with this skillset - bonus time?). I also really want some "camoflage" disguises purchasable for that guild, which would raise your stealth level for hunting... IF you pick the right one for the terrain at hand, so forest camo, snow camo, desert camo, swamp camo would all be different disguises...

    As for "Detect Hidden"... well, we have some of that with a few "tracking" quests, and of course the trap detection... also the dealing with angry or shy plants in murkmire (something I -really- would love to see refitted to other regions!)...
    ...but there could be more!

    ...adding more secret doors to detect and open would be a great first step! Especially if many of them might get added to old and tired dwelves/public dungeons/quest maps, giving people who pay attention access to a unmapped area, sometimes for some extra treasure, sometimes for some extra enemies, sometimes for some extra shortcut... (To make those bored with multiple replays of the same tired old stuff through alting want to check all that old stuff again on their mains, see if they can find the new additions!)

    ...in addition to "secret doors", how about making ALL thieves caches "hidden" as well? I mean, right now those things are -glowing- and -humming- so anyone gets their nose rubbed right into them... is that what makes thieves successfully hide their loot, neon buzzing signs? Not as I think about it... so instead, how about hiding them ALL in some way that can be detected only by sneakers? Have a loose brick in a wall that hides a thieves cache, have a stone in the field that is placed on top of one, have an piece of loose bark on a tree covering a hidden cache, have a loose floorboard in some room hide a cache, etc. All completely unremarkable to any normal character, but... if one with a TG membership looks at them while sneaking, they will highlight like those traps or tracking (maybe in dark blue instead of yellow?)

    ...more fun with traps would be even better! Like... making the traps -HURT- a lot more (and boy would I love them to get additional bonus damage for low health characters... like, say, have less then 25 attribute points in health, see 10% extra damage from traps, disease and poisons, less then 20 = 25% bonus damage, less then 15 = 50%; less then 10 = 100%, less then 5 = 200%, and at zero points in HT, 300% bonus damage; that would show those who put all their AP into their damage stat!), so that getting caught in a trap would be really, really bad... but also make most traps disarmable - with a new minigame! And maybe add a new clow color to them too, like... trackings glow yellow, traps glow orange?

    ...and for that one, also add trapped chests! The good old "poison needle" thing that's a classic in many a D&D rogue story... and, yeah, that would mean some chests might need -two- minigames, one to disarm the needle trap, and one to open the chest (but should have something good inside for the extra effort!)
    Also, while talking new minigames... I really, really, really would love to see not only the "lockpick" we have now, bt in addition to that and the aforementioned "disarm trap", I want a "dispel magic" minigame!!! And then I want magical barriers, magical wards, and magical curses on chests where you would use this! Meaning, yeah, some chests might even need -three- minigames, one to disarm the magical curse, one to disarm the needle trap, and then a third one to open the chest (but those chests sould guarantee something extra special!)

    Actually I am inspired what if we add traps to gameplay and bosmer can detect them better? Some consumables traps in cydrolli and bgs? Let dungeons add traps this could make sneaking important or get hurt with a debuff if you mess up.
  • Tasear
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    jainiadral wrote: »
    Ooog, I don't like the stealth mechanics we already have above and beyond stealing stuff. Mobs going invisible is just annoying. The trap puzzles in this game don't add anything for me as they are. Making them more painful or challenging will only alienate me from completing the content-- walling off more of the game from what I personally consider fun. I'm already going to skip Orsinium on the rest of my alts because the trap mechanics and stealth quests repelled me.

    What would make you like it?
  • Elwendryll
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    They talked about general changes about the stealth mechanics.

    I'd like:

    1) Ability to go in stealth during combat. Being in combat should not prevent from going in stealth via crouch as long as you are out of LOS/detection radius.

    2) Going in stealth should be nearly instant out of combat, and take time in combat.

    3) While in stealth, stop the stamina regen, just like blocking.

    4) Consistency with what pull you out of stealth or not. As long as you don't deal damage to a target, casting anything should not pull you out of it.

    And I think that's it for now :o
    PC - EU - France - AD
    Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
    Guildmaster of Oriflamme: Focus on 4 player endgame content.
    Member of Brave Cat Trade, Panda Division and Toadhuggers.

    All 4-man trifectas - TTT, IR, GH
  • Anastian
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    First, fix detection and inner light reveal. Then we can talk :D
  • jainiadral
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    Tasear wrote: »
    jainiadral wrote: »
    Ooog, I don't like the stealth mechanics we already have above and beyond stealing stuff. Mobs going invisible is just annoying. The trap puzzles in this game don't add anything for me as they are. Making them more painful or challenging will only alienate me from completing the content-- walling off more of the game from what I personally consider fun. I'm already going to skip Orsinium on the rest of my alts because the trap mechanics and stealth quests repelled me.

    What would make you like it?

    Lots and lots of alcohol :D

    I like playing stealth-reliant characters in some games. SWTOR healing operative was loads of fun. So was dual-wield rogue in DA:O. Or sniping stuff with a bow in Skyrim. Basically where a) I'm one of the only entities using stealth and b) the gameplay is more tactical than action or reflex-based.

    I really hate the stealth misions in this game, and how they tie into the justice system. It's not enough that you might die-- there are additional penalties you face for trespassing. And I detest environmental puzzles that require precise, fast movement. Controls are janky in this game. Jumping is imprecise, sometimes lag or desync is a problem. And when you have to time everything, it's horribly frustrating.

    I can tolerate a little of this style of gameplay if it's not too difficult, but sometimes I'd rather clean the bathroom :p
  • NoTimeToWait
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    BlueRaven wrote: »
    It's an interesting question.

    Right now I seem to recall some humanoid (vampire?) mobs that will quickly enter stealth when you encounter them, and do a quick ambush to basically stun the player for a few moments. But I think that's all there is in the stealth department.

    But I guess the real question is; "How can stealth detect be used in PvE?"

    Going a bit father a field and we change it slightly to a "detect hidden" we can open it up in different ways;

    2A ) For example; I am thinking about how I would implement this in a D&D setting. Such as being able to better find secret doors and hidden compartments. Secret doors is also something we don't have in ESO, so maybe a small chance to find extra loot in chests and crates.

    Actually, there are secret doors and passages in ESO. But they exist only in Thieves guild and Dark Brotherhood daily quests. They implemented quite superbly, and I enjoyed this part of my DB & TG experience greatly. Too bad ZOS didn't incorporate these features in main game.

    Btw, take an awesome for a list of great ideas.
    I also was thinking along the same lines that in stealth all the items that you can pick up should be highlighted, like resource nodes with appropriate crafters skill
  • TheShadowScout
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    Tasear wrote: »
    Actually I am inspired what if we add traps to gameplay and bosmer can detect them better?
    Possibly! Though when it comes to traps, the same skills should be available to any "woodcraft" character, so I would add it to some future guild or world skill line. It also might make a neat addition to existing lines... like Legerdemain, or TG, or whatnot... But... bosmer might get an extra bonus, perhaps? Spot them three yards further then others? Something like that?
    Tasear wrote: »
    Some consumables traps in cydrolli and bgs?
    YES!
    it would be such fun if you could use consumables to place longer lasting (like, one hour or until triggered) bear-traps (that injure and snare), tripwire traps (with firepot or poison DoT efffect), magical wards (like, stunning lightning bolt, slowing deep-freeze or attack-weakening daedric curse effect) and the like! Which in turn would be invisible to those who charge, but detectable and disarmable to those who sneak...
    Tasear wrote: »
    Let dungeons add traps this could make sneaking important or get hurt with a debuff if you mess up.
    Definitely!
    It always vexes me that a trap is just "walk it off" damage. And considering how much selfhealing our characters have to have, not even much of an issue (unless you forgot to slot your heals, like happened to my warden the other day... thanks, passing templar for the heals when my drunk nord blundered into those flamethrower traps while I was distracted by RL!)
    So... spike traps that give you a -long-lasting- movement impairment (can we haz some "limping" animation for this?)! Fire traps that give you a -long-lasting- recovery debuff! Magic ward "ice" traps that give you a -long-lasting- attack speed debuff! Magic ward "curse" traps that give you a -long-lasting- offense debuff! Poison cloud traps that give you a -long-lasting- low DoT! Magic ward "teleport" traps that pop you where you -really- don't wanna be!
    Whatever, just make it something that -really- worries players, not something you just shrug off with an extra selfheal! And then let sneaking players get to spot and disarm the thing!
    And then... refit them to all the existing dungeons! Okay, so maybe not All... but Most! Keep them guessing! ;-p

    Even better... have all those traps be random-ish like treasure chests! Give each dungeon several "trap" locations, (depending on size), but only have some active at each time, and respawning the traps in random locations. Like... each dwelve might have five or six "trap" locations, but only ever two traps active at one time... so players cannot just easily memorize the places they need to sneak for!
    Elwendryll wrote: »
    3) While in stealth, stop the stamina regen, just like blocking.
    Nah.

    Blocking stops regen, and costs stamina for every blow you block. That works. It makes sense, you are basically using the stamina you would gain through regen to hold up your shield (and if you ever tried to hold up something -heavy- with one hand, you will know that IS fatiguing), and you loose extra when you have to recover from a hefty blow against the same.

    Stealth still has regen... but costs more to move in then you gain. So that already works, you can sneak, but you have to put in regular breaks or you will run out of stamina... which makes sense this way, a hunter just hiding in a bush waiting for a deer to walk in front of their bow is not going to get fatigued just by ambient sneakyness, but the same hunter trying to move through the same bush quietly and sneakily enough to not be heard or seen by the same deer would find it much more of an effort...
  • sudaki_eso
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    Tasear wrote: »
    Some brainstorming time for that promise to bosmers with more stealth in gameplay someday.

    So should have sneaky mobs? Should sneaking help us get passed something? What do we want to see?

    I am hoping ability to attack or interput something earlier if we detect it? What about you guys?

    What do you want to see with stealth?



    People didnt liked sneaking in pve or in story missions, zos tried it with morrorwind and people came to the forums complaining that they have to sneak and cant rush through :wink: I found it quite nice and different and was hoping for more sneaking in the future, unfortunatly since then nothing else came...
    PS4 EU - StamDK
  • jainiadral
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    sudaki_eso wrote: »
    Tasear wrote: »
    Some brainstorming time for that promise to bosmers with more stealth in gameplay someday.

    So should have sneaky mobs? Should sneaking help us get passed something? What do we want to see?

    I am hoping ability to attack or interput something earlier if we detect it? What about you guys?

    What do you want to see with stealth?



    People didnt liked sneaking in pve or in story missions, zos tried it with morrorwind and people came to the forums complaining that they have to sneak and cant rush through :wink: I found it quite nice and different and was hoping for more sneaking in the future, unfortunatly since then nothing else came...

    There was a stealth mission in Murkmire.
  • cazlonb16_ESO
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    Come to Cyrodiil. NB perma sneakers recloaking faster than the client will render them >:)
  • jainiadral
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    A thought: what if stealth quests were kept out of the main story sequence of a chapter or DLC, but more of them were available as side quests? They could have a different color marker-- yellow, maybe?-- so that interested parties could enjoy them, while those that don't have an easy way to avoid them.

    Or maybe a stealth/trap DLC with a side storyline that has no relation to the main story?
  • Sylvermynx
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    *shrug* I don't mess with stealth - with the ping I deal with, stealth (like many other things....) isn't very effective.
  • Juhasow
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    Have it back ? Have stealth been removed from the game ? And this is retorical question.
  • jainiadral
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    Juhasow wrote: »
    Have it back ? Have stealth been removed from the game ? And this is retorical question.

    I'm still going to answer it >:) So far as I remember, none of the Summerset quests required stealth. It was a nice change.
  • BlueRaven
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    BlueRaven wrote: »
    It's an interesting question.

    Right now I seem to recall some humanoid (vampire?) mobs that will quickly enter stealth when you encounter them, and do a quick ambush to basically stun the player for a few moments. But I think that's all there is in the stealth department.

    But I guess the real question is; "How can stealth detect be used in PvE?"

    Going a bit father a field and we change it slightly to a "detect hidden" we can open it up in different ways;

    2A ) For example; I am thinking about how I would implement this in a D&D setting. Such as being able to better find secret doors and hidden compartments. Secret doors is also something we don't have in ESO, so maybe a small chance to find extra loot in chests and crates.

    Actually, there are secret doors and passages in ESO. But they exist only in Thieves guild and Dark Brotherhood daily quests. They implemented quite superbly, and I enjoyed this part of my DB & TG experience greatly. Too bad ZOS didn't incorporate these features in main game.

    Btw, take an awesome for a list of great ideas.
    I also was thinking along the same lines that in stealth all the items that you can pick up should be highlighted, like resource nodes with appropriate crafters skill

    Thanks!

    Yeah and I believe there is a hidden door quest in orsinium (with that weird puzzle in the library). And now that I think of it, I think you find a secret room in a summerset quest.

    I meant just random secret doors, not associated with a quest or anything. Like here is a delve that you may have gone in a few times, but suddenly the player finds a secret door leading to a rare boss or something. Maybe they can spawn randomly like treasure chests. That sort of thing.
  • BlueRaven
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    jainiadral wrote: »
    So far as I remember, none of the Summerset quests required stealth. It was a nice change.

    If I remember correctly there was a quest where the player had to break into the ambassadors house and search for documents. If the player were not sneaking they could get a bounty. It was towards the beginning of the main quest line.

    Edit: Maybe you did not have to sneak for that? Hmmm... It's been a while. Anyway I sneaked through it, it felt more appropriate.
    Edited by BlueRaven on February 8, 2019 3:21AM
  • jainiadral
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    BlueRaven wrote: »
    jainiadral wrote: »
    So far as I remember, none of the Summerset quests required stealth. It was a nice change.

    If I remember correctly there was a quest where the player had to break into the ambassadors house and search for documents. If the player were not sneaking they could get a bounty. It was towards the beginning of the main quest line.

    I forgot about that. Maybe because it wasn't as painful as the quests in Orsinium and Morrowind. Those two DLCs hurt my soul.
  • Facefister
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    Tasear wrote: »
    Some brainstorming time for that promise to bosmers with more stealth in gameplay someday.

    So should have sneaky mobs? Should sneaking help us get passed something? What do we want to see?

    I am hoping ability to attack or interput something earlier if we detect it? What about you guys?

    What do you want to see with stealth?

    What about "chalice dungeons"? People who played Bloodborne know what I mean. Those dungeons could feature other means of progressing, like scouting and sneaking.
  • Nerouyn
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    I really want to see more missions that are giving out extra rewards for -sneaking past mobs- rather then killing them! There are far too few of that kind... thus being sneaky for fluffs sake is actually making people miss out on the killing expees...

    Some of those are really good in The Secret World.

    And IMO the stealth missions in ESO - thieve's guild story quest and dailies - aren't bad. But I and many other players don't play nightblades.

    Nightblades have an undeniable class advantage at stealth - both their invis ability and stealth speed bonus.

    Even allowing for sets which give a speed bonus, that comes at the cost of other bonuses - eg. stealth radius detection reduction. And yes there are invis potions, but potions are consumable and have a long'ish cooldown. So NB win any way you look at it.

    That advantage doesn't make me want to play a nightblade. It makes me ignore that content. I suspect the same is true for a lot of other players.

    So with very few people playing that content ZO didn't bother making any more.
  • Facefister
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    You only get your stealth speed bonus when you're magicka.

    Get the following sets:
    https://eso-sets.com/set/night-mothers-embrace
    https://eso-sets.com/set/nights-silence

    Brew the following potion:
    Lorkhan's Tears + Namira's Rot + Scrib Jelly + Nirnroot

    Enjoy sneaking.
    Edited by Facefister on February 8, 2019 3:37AM
  • templesus
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    I’d like to see stealth removed from the game.
  • Facefister
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    I would rather have PvP removed. Useless minigame which adds nothing to the game except caltrops and horn.
  • Sylvermynx
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    templesus wrote: »
    I’d like to see stealth removed from the game.

    Well, personally - I wouldn't miss it. But I'm quite sure you have some ulterior motive there.
  • MartiniDaniels
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    If sneak as general to make it viable for example as pve dps, it should work not only in the fight beginning.. i mean it should work like PVP, if shooter is not seen, sneak restores in 1 second, not like now that mobs will see and pursue you even after 3 cloaks and huge distance.
    Also some big damage increase to hits from sneak "in trials, arenas and dungeons". Like 4x or similar if target is hit in the back. So player lay dots and then moves to sneak and hits and does 100k damage in one hit, which will pay off for time spent to sneak.
  • Vhozek
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    How about making enemies not directly run towards you as if they already know where you are? I hate that. I mean, they could run towards where you were but if you're not there then they shouldn't be able to attack you so long as you're still in stealth.
    Edited by Vhozek on February 8, 2019 5:22AM
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
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