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...What do you want to see with stealth?
TheShadowScout wrote: »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...What do you want to see with stealth?
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!)
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.
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?
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.
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?Actually I am inspired what if we add traps to gameplay and bosmer can detect them better?
YES!Some consumables traps in cydrolli and bgs?
Definitely!Let dungeons add traps this could make sneaking important or get hurt with a debuff if you mess up.
Nah.Elwendryll wrote: »3) While in stealth, stop the stamina regen, just like blocking.
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?
sudaki_eso 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 throughI found it quite nice and different and was hoping for more sneaking in the future, unfortunatly since then nothing else came...
NoTimeToWait 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
jainiadral wrote: »So far as I remember, none of the Summerset quests required stealth. It was a nice change.
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.
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?
TheShadowScout wrote: »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...