I finally did a full stealth run and I gotta say...I think they're right

Oh God. Seriously?
I assume he's saying that they can get through 1 block openings and not that they'll become part of the circus. But why do bears need to fit though one block openings? They do quite fine breaking blocks.

I don't know.

I can see people not being happy with this.
 
But why do bears need to fit though one block openings? They do quite fine breaking blocks.

I'm wondering if he means the smaller bears. I'm not sure how I will feel if they very large bears are squeezing through a 1 block opening, though there are some very large zombies getting through now that I think about it.
 
the whole concept of stealth is a broken idea when we have smell now. Zombies would smell you much sooner than hear or see you when hiding. I think a better idea would be something like lysol we spray on yourself that removes body odor for 10min or something similar.
 
the whole concept of stealth is a broken idea when we have smell now. Zombies would smell you much sooner than hear or see you when hiding. I think a better idea would be something like lysol we spray on yourself that removes body odor for 10min or something similar.

Don't want to pull the reality card, but Lysol in the apocalypse? Maybe cover yourself in zombie guts? But you have a chance for infection?
 
I'm wondering if he means the smaller bears. I'm not sure how I will feel if they very large bears are squeezing through a 1 block opening, though there are some very large zombies getting through now that I think about it.
Some animals are liquid, try to see a bear as a huge cat.
 
the whole concept of stealth is a broken idea when we have smell now. Zombies would smell you much sooner than hear or see you when hiding. I think a better idea would be something like lysol we spray on yourself that removes body odor for 10min or something similar.
Or the Dutch move from Predator and submerge yourself in mud.
 
the whole concept of stealth is a broken idea when we have smell now. Zombies would smell you much sooner than hear or see you when hiding. I think a better idea would be something like lysol we spray on yourself that removes body odor for 10min or something similar.
I don't know if you're making a joke or not but you only smell when you're carrying meat or if you just ate something. Otherwise you don't smell.
 
Don't want to pull the reality card, but Lysol in the apocalypse? Maybe cover yourself in zombie guts? But you have a chance for infection?
why is lysol a weird idea? its a sprayable deodorizer/disinfectant. Any hardware/grocery store/under kitchen sink is likely to have it. Zombies would be triggered by body odor in close proximity and raw meat from a ling eay off. seems completely logically consistent to me. deodorant works as well, but I imagine thise would be more rare given people would take deodorant over lysol in a go bag.
 
If I were going to go for a scent camouflage it would be either Fa breeze
lavender, or for a more natural take; extract from tomato plant leaves.

If tomato juice can help neutralize a skunk spray, then it should be able
to neutralize or cover halitosis, and pubic emanations.

Recipe: just boil down 20 leaves, pour into a cheese cloth, squeeze and strain
the thickened juice and either gargle a few drops, or rub it all over.

As an alternate is fennel seeds, they are offered at the end of a meal in
specific restaurants, that use strong scented herbs and spices.

If used in game they can give a use, not a necessity for farming, late game.
 
I think there is some room to improve stealth without making it as broken as it was in 1.0. I would even be fine with changing the full set bonus for the assassin armor depending on if something else were to change with stealth as it seems a little strange that just breaking line of sight would make zombies lose interest.
I've been wondering if so options / configuration / sliders related to different aspects of stealth performance might help players end up with the stealth they want. By that, I mean I suspect there are a few different groups of players with different expectations of stealth.

Correct me if I'm wrong, but I don't hear you saying the skills and rogue / assassin armors are a problem, but the triggers in POIs are the source of your frustration. Your position is they "completely kill stealth's viability." I'm more in an "overuse of triggers is infringing on stealth's viability" kind of person.

Harder, is trying to think of an option that changes the way triggers work, partly because there are a couple of different mechanisms here, not just a single "triggers" mechanism. One discussion on this board suggested a new command for minscripts that could test if an option was set to prevent multiple rounds of spawns.
After my recent post about stealth and learning more about triggers from another post I had a similar idea about changing how triggers work based off of stealth.
I would go as far as having a negative effect for being too loud where zombies are more alert or more spawn, and opposite for stealth.

If you are stealthy, Zombies should be less alert. I don't see why they wouldn't stay sleeping. When stealthy I don't think that waking up a full room of 10+ zombies and have them instantly sprint to your position just seems stupid to me. I do understand game balance and things of that nature but I do like things that make more sense to me.

Perhaps. I don't think of my "build" as being entirely Stealth though I would say I am Stealth-centric. By that, I mean I use Stealth as much as I can, but know I'm going to have to use other techniques at other times.

I can think of ways to make Stealth kind of effective during Blood Moons. I mean, couldn't back shots give sneak damage on horde night? Perhaps a Perk where a certain percentage of shots made while crouched with a bow/crossbow are treated as sneak attacks?

This is how I play as well. I try to stealth as much as possible but always have a backup plan for my weapons but also how to get out of a bad situation.

I also agree with the Blood moon thing.
introducing a back shot / flank mechanic is an interesting idea and would def change how I build 7N base.
Number of crouch shots leading to sneak attacks is also a good idea.
Maybe do something with distance from the player. Crouch shots from x distance away nets you sneak damage.
They could add this as a default bonus for the from the shadows perk. They could also lower the sneak damage multiplier for something like this to keep it from being overpowered.
 
Played my solo game just yesterday night with an agility build and one thing I noticed was that at full stealth perk the time for zombies to lose your scent is "up to" 20 seconds. Now that means you have to run far away so they are out of sight AND then have enough lead so they are not coming round the corner in those "up to" 20 seconds (probably less the lower a zombie is). 20 seconds is a looong time for such a scenario

Now in actual game play I could loose many zombies that way in a POI, but almost always had a few that didn't. That seemed to work, as I could dispense the few that didn't quite well. But yesterday I was in a military camp with lots of open space and not that many corners and I noticed that a lot more zombies were still following me. I still survived but felt much less "stealthy".

Which brings me to suggest decreasing that value for higher perk levels. It could help with stealth balance with really low effort on part of the developers.
 
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