Jost Amman
Hunter
This is how it works in TES basically:Stealth gameplay expectations were ruined by the TES series.
This is how it works in TES basically:Stealth gameplay expectations were ruined by the TES series.
Just remove the odor from your body before exploring, it's just a small issue, it's just a new gameplaythe 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 bonus for stealth damage is too terrifying. If players are allowed to fully dive, they may be able to fully explore the ruins at around level 35. Overall, stealth is not so unbearable, but it is not as outstanding. This is true.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.
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.
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.
every class should have a counter.. otherwise it be a very boring game.And when I say "they're" I mean those that say "stealth sucks".
I maxed out all the necessary perks and had all the necessary legendary armor, had all the necessary weapons with all the necessary attachments and it wasn't a good overall experience.
As it has been said many times, the trigger spawns in POIs completely kills it. Sure I can trigger them and then back off, crouch and wait for them to lose me, but that doesn't always work because smarter zombies (Utility Worker) and higher tier zombies (radiated+) can still detect you from greater distances even if the detection meter shows green and single digit numbers.
Now, I've always used some stealthiness even when playing normal and that is good, but when going out of my way to spec fully into stealth, it becomes a waste and ultimately disappointing.
I don't mind trigger spawns, but if I'm fully spec'd and kitted into stealth I shouldn't be instantly detected once they spawn. There has to be legit viability to being fully stealth'd out, otherwise there's no point in having a stealth class.
I know assassin armor was too OP in 1.0, but there has to be some middle ground. There has to be substantial viability to running a stealth class.
I used to enjoy stealth pre alpha 18 pretty much but ever since and exceptions for that brief period of time with 1.0s stealth armour since then stealth has costed way too much investment and time versus any other play style if you ask me.And when I say "they're" I mean those that say "stealth sucks".
I maxed out all the necessary perks and had all the necessary legendary armor, had all the necessary weapons with all the necessary attachments and it wasn't a good overall experience.
As it has been said many times, the trigger spawns in POIs completely kills it. Sure I can trigger them and then back off, crouch and wait for them to lose me, but that doesn't always work because smarter zombies (Utility Worker) and higher tier zombies (radiated+) can still detect you from greater distances even if the detection meter shows green and single digit numbers.
Now, I've always used some stealthiness even when playing normal and that is good, but when going out of my way to spec fully into stealth, it becomes a waste and ultimately disappointing.
I don't mind trigger spawns, but if I'm fully spec'd and kitted into stealth I shouldn't be instantly detected once they spawn. There has to be legit viability to being fully stealth'd out, otherwise there's no point in having a stealth class.
I know assassin armor was too OP in 1.0, but there has to be some middle ground. There has to be substantial viability to running a stealth class.
every class should have a counter.. otherwise it be a very boring game.
Stealth is great and the only class myself plays.. To have a counter is also good to have otherwise you may as well turn zs off or play in god mode.
I have many times backed away after triggering zs in a poi as well and a feral can come very close to me and not see me, dogs also walk past me.
why would you expect stealth to work in an open area? hide in shadows and less noise. not hide in the open and no noise at all....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.
yep works the same in a poi to move away from where you agrroed them and make sure you are not making noise and get into dark areas as best you can.I recall that happening to me.
I would be out and about, just in the middle of nowhere.
Just in my peripheral vision I would notice something and when I looked it would be a pack of dogs just running by.
My heart would actually race. I would crouch and hope they didn't see me.
Pretty much all of the time, unless I was directly in their path, they would whiz by.
Sometime going out of sight, sometimes just far enough away that some of them would leave my vision but the other would just mill about.
I would then try to sneak off in the opposite direction and run back to base to see if I had any other pants in my inventory.
It was always a thrilling event.
why would you expect stealth to work in an open area? hide in shadows and less noise. not hide in the open and no noise at all....
why would you expect stealth to work in an open area? hide in shadows and less noise. not hide in the open and no noise at all....