SeaGtGruff wrote: »allhailskippy wrote: »I can't imagine this is an intentional change. If so, what's the point of being invisible?
Haven't you ever seen those "invisible man" movies where the person is detected because he makes a noise or even speaks, picks up an object, sits in a chair and creates an indentation, etc., even though he's invisible? "Out of sight" isn't the same as "can't be detected."
As a heavy armor enthusiast and compulsive looter, I do find the change to be a bit of a bother, but they're also logical and in line with how heavy armor affects sneaking in some of the other Elder Scrolls games. I'll adapt, if only because I must. But I do wonder how the passive changes interact with sets and perks that decrease your radius of detectability.
I think the main reason we heavy armor enthusiasts are annoyed by the change is because we'd gotten used to the way heavy armor was defying the reality of some squeaky-clanky knight in a suit of armor trying to stealthily tip-toe past someone. In a fictional world where the existence of invisibility spells and potions is common knowledge, it would make sense that NPCs are probably on the lookout for unexplained clanks.
So I can magically heal wounds, bring people back to life, call meteors from the sky and turn into Vampires and werewolves, and the one element of "realism" they want to focus on is how heavy armor might squeak when invisible and alert NPCs and enemies? haha
I'm going to have to disagree with you here and say "realism" went out the window on this game a very long time ago. Their only concern as developers should be whether or not any given change enriches the gameplay or not. And this game already has a lot of stealth content aimed at specific character builds as it is. Further aggravating this by shutting out heavy armor users from being able to use invisible as a crutch to help make up for their lack of stealth options is a bad idea and is just going to make the game less enjoyable for more players. And why? To achieve some petty sense of realism in this one aspect of a game that is otherwise awash in unrealism? Very silly development decision if you ask me (assuming this isn't a bug) and is just going to make me get undressed first before I use my invisible potions, which is a stupid addition to the gameplay.
Besides, even if I was to entertain that logic, so what if they can hear me? They still can't see me if I'm suppose to be invisible. Yet still they do. So I'm not even sure if it even is realistic. You're suppose to be invisible. You're not just hiding after all. How would they even know who I was to put a bounty on my head?
robertthebard wrote: »SeaGtGruff wrote: »allhailskippy wrote: »I can't imagine this is an intentional change. If so, what's the point of being invisible?
Haven't you ever seen those "invisible man" movies where the person is detected because he makes a noise or even speaks, picks up an object, sits in a chair and creates an indentation, etc., even though he's invisible? "Out of sight" isn't the same as "can't be detected."
As a heavy armor enthusiast and compulsive looter, I do find the change to be a bit of a bother, but they're also logical and in line with how heavy armor affects sneaking in some of the other Elder Scrolls games. I'll adapt, if only because I must. But I do wonder how the passive changes interact with sets and perks that decrease your radius of detectability.
I think the main reason we heavy armor enthusiasts are annoyed by the change is because we'd gotten used to the way heavy armor was defying the reality of some squeaky-clanky knight in a suit of armor trying to stealthily tip-toe past someone. In a fictional world where the existence of invisibility spells and potions is common knowledge, it would make sense that NPCs are probably on the lookout for unexplained clanks.
So I can magically heal wounds, bring people back to life, call meteors from the sky and turn into Vampires and werewolves, and the one element of "realism" they want to focus on is how heavy armor might squeak when invisible and alert NPCs and enemies? haha
What's wrong with that? Do all of these things suddenly mean that everyone in the world is also deaf?I'm going to have to disagree with you here and say "realism" went out the window on this game a very long time ago. Their only concern as developers should be whether or not any given change enriches the gameplay or not. And this game already has a lot of stealth content aimed at specific character builds as it is. Further aggravating this by shutting out heavy armor users from being able to use invisible as a crutch to help make up for their lack of stealth options is a bad idea and is just going to make the game less enjoyable for more players. And why? To achieve some petty sense of realism in this one aspect of a game that is otherwise awash in unrealism? Very silly development decision if you ask me (assuming this isn't a bug) and is just going to make me get undressed first before I use my invisible potions, which is a stupid addition to the gameplay.
Besides, even if I was to entertain that logic, so what if they can hear me? They still can't see me if I'm suppose to be invisible. Yet still they do. So I'm not even sure if it even is realistic. You're suppose to be invisible. You're not just hiding after all. How would they even know who I was to put a bounty on my head?
Does the description of the invisibility potion say it muffles movement?
robertthebard wrote: »SeaGtGruff wrote: »allhailskippy wrote: »I can't imagine this is an intentional change. If so, what's the point of being invisible?
Haven't you ever seen those "invisible man" movies where the person is detected because he makes a noise or even speaks, picks up an object, sits in a chair and creates an indentation, etc., even though he's invisible? "Out of sight" isn't the same as "can't be detected."
As a heavy armor enthusiast and compulsive looter, I do find the change to be a bit of a bother, but they're also logical and in line with how heavy armor affects sneaking in some of the other Elder Scrolls games. I'll adapt, if only because I must. But I do wonder how the passive changes interact with sets and perks that decrease your radius of detectability.
I think the main reason we heavy armor enthusiasts are annoyed by the change is because we'd gotten used to the way heavy armor was defying the reality of some squeaky-clanky knight in a suit of armor trying to stealthily tip-toe past someone. In a fictional world where the existence of invisibility spells and potions is common knowledge, it would make sense that NPCs are probably on the lookout for unexplained clanks.
So I can magically heal wounds, bring people back to life, call meteors from the sky and turn into Vampires and werewolves, and the one element of "realism" they want to focus on is how heavy armor might squeak when invisible and alert NPCs and enemies? haha
What's wrong with that? Do all of these things suddenly mean that everyone in the world is also deaf?I'm going to have to disagree with you here and say "realism" went out the window on this game a very long time ago. Their only concern as developers should be whether or not any given change enriches the gameplay or not. And this game already has a lot of stealth content aimed at specific character builds as it is. Further aggravating this by shutting out heavy armor users from being able to use invisible as a crutch to help make up for their lack of stealth options is a bad idea and is just going to make the game less enjoyable for more players. And why? To achieve some petty sense of realism in this one aspect of a game that is otherwise awash in unrealism? Very silly development decision if you ask me (assuming this isn't a bug) and is just going to make me get undressed first before I use my invisible potions, which is a stupid addition to the gameplay.
Besides, even if I was to entertain that logic, so what if they can hear me? They still can't see me if I'm suppose to be invisible. Yet still they do. So I'm not even sure if it even is realistic. You're suppose to be invisible. You're not just hiding after all. How would they even know who I was to put a bounty on my head?
Does the description of the invisibility potion say it muffles movement?
What it means is the "realism" argument is dead in the water. The concern should be improving the gameplay and making the game enjoyable for people to play. Sacrificing that for "realism" on a game that has no "realism" anyway makes no sense from a development standpoint. This isn't to mention the "realism" argument doesn't even add up in the first place.
For example: wearing leather instead of metal wouldn't suddenly turn you into a void where noise doesn't exist. People could still hear you breathe and move around, and would certainly still be able to hear you opening a chest. The chest doesn't have stealth or invisible and would still make all of the same noises a person dressed in his underwear would make when opening it. There are a lot noises in the world besides these supposed "squeaks" heavy armor would in theory make.
You also avoided my point, which is if you were invisible and NPCs heard you while opening a chest, they still wouldn't be able to see you. So just how would they even know who I was to put a bounty on me? Or does every piece of heavy armor have an identifiable squeak to it now or something? It just doesn't sound very realistic to me, sorry.
Tests done on PTS with cloak and vampire invisibility but we can asume it will work the same way with invisibility potions.
1. Medium armor doesn't cancel heavy armor penalty so equiping 1 pc medium armor gives nothing, even equiping 5 pc of medium armor didn't took any effect.
2. You can say each heavy armor equipped eqauls 0,5 m of real additional detecion but it's a simplification. With 7 pc of HA equipped and no bonuses into stealth you'll get detected from around 3,5m radius.
Test results:
No points in Out of sight. No Khajiit bonuses. No sets.
1 pc of HA - not affecting cloak or vampire invisibility.
2 pc of HA - not affecting cloak or vampire invisibility in one condition - you have to be in movement - you can be detected only when standing directly "on" enemy < 1m proximity, it is possible that you will be detected if lag occurs.
3 pc of HA or more - affecting cloak and vampire invisibility - when you run through your enemy you will be spotted, getting closer than 1m means you will get detected. The more pieces of HA you wear the bigger the range youll get detected.
30 points in Out of sight. No Khajiit racials. No sets. Basically it allows you to equip 3 more HA pieces. (Khajiit racials = Out of sight - both work the same way)
1 pc of HA - not affecting cloak or vampire invisibility.
2 pc of HA - not affecting cloak or vampire invisibility.
3 pc of HA - not affecting cloak or vampire invisibility.
4 pc of HA - not affecting cloak or vampire invisibility.
5 pc of HA - not affecting cloak or vampire invisibility in one condition - you have to be in movement - you can be detected only when standing directly "on" enemy < 1m proximity, it is possible that you will be detected if lag occurs.
6 pc of HA or more - getting closer than 1m means you will get detected. The more pieces of HA you wear the bigger the range youll get detected.
30 points in Out of sight. Khajiit racials used. No sets.
1 pc of HA - not affecting cloak or vampire invisibility.
2 pc of HA - not affecting cloak or vampire invisibility.
3 pc of HA - not affecting cloak or vampire invisibility.
4 pc of HA - not affecting cloak or vampire invisibility.
5 pc of HA - not affecting cloak or vampire invisibility.
6 pc of HA - not affecting cloak or vampire invisibility.
7 pc of HA - not affecting cloak or vampire invisibility.
30 points in Out of sight. No Khajiit racials. Night Terror set (-2 m detection range with 3 pc eqipped).
1 pc of HA - not affecting cloak or vampire invisibility.
2 pc of HA - not affecting cloak or vampire invisibility.
3 pc of HA - not affecting cloak or vampire invisibility.
4 pc of HA - not affecting cloak or vampire invisibility.
5 pc of HA - not affecting cloak or vampire invisibility.
6 pc of HA - not affecting cloak or vampire invisibility.
7 pc of HA - not affecting cloak or vampire invisibility in one condition - you have to be in movement - you can be detected only when standing directly "on" enemy < 1m proximity, it is possible that you will be detected if lag occurs.
UPDATE for PVP!
When facing bosmer with his 3m additional detection radius. Oh my oh my. When standing directly on your enemy you will be always visible no matter of number of HA you use (even with none of them on you).
Ok worst case scenario.
No points into Out of sight. No Khajiit racials. No sets
1 pc of HA - getting closer than 1m means you will get detected. The more pieces of HA you wear the bigger the range youll get detected each pc of HA increases this by a bit more than 1m detection radius.
7 pc of HA - youre being detected in around 9m radius (a bit more than drain power range which has 8m radius).
Ok this is where things are getting a bit weird.
It seems that Out of sight or Khajiit racials (both when used separately) against bosmer doesn't work or does barely visible difference. When combined those passive work pretty well allowing you to get around 1m to bosmer and not get detected (without any HA eqipped).
In general Bosmer is the new PvP anti NB race completly disabling cloak and ivisibility in certain circumstances making it totally ineffective.
What it means is the "realism" argument is dead in the water. The concern should be improving the gameplay and making the game enjoyable for people to play. Sacrificing that for "realism" on a game that has no "realism" anyway makes no sense from a development standpoint.