Make Stealth work again.

lordmadmunki

Refugee
I Would like to see an overhaul to stealth/ assassin set, that makes stealth viable in POIs. It seems no matter if your perks are maxed, and wearing quality 6 assassin set, the “wake zombie triggers” completely negate any form of stealth.

Perhaps maxing the stealth perks and armor set, you can see and disable the triggers?
 
I Would like to see an overhaul to stealth/ assassin set, that makes stealth viable in POIs. It seems no matter if your perks are maxed, and wearing quality 6 assassin set, the “wake zombie triggers” completely negate any form of stealth.

Perhaps maxing the stealth perks and armor set, you can see and disable the triggers?
The core issue I believe they need to figure out in order for stealth to work is that in many upper tier POIs, they need to rely on triggered zombie spawners to keep the total number of active entity AIs down. This necessarily means that the scripted spawns do not actually exist in the world prior to the activation of the spawner, and therefore they cannot be ambushed. Compounding this, in order to maintain the tension of the combat scenario, spawned zombies must also necessarily be immediately aware of the player, or else they'd just mill around in an idle state until something wakes them up.
 
Even if only for quest POI's. The second you tickle the marker it spawns them all and strips surrounding buildings of theirs, leave the zone and they start coming back.
 
I Would like to see an overhaul to stealth/ assassin set, that makes stealth viable in POIs. It seems no matter if your perks are maxed, and wearing quality 6 assassin set, the “wake zombie triggers” completely negate any form of stealth.

Perhaps maxing the stealth perks and armor set, you can see and disable the triggers?
i stealth pois perfectly fine.. as well as i know many others that stealth fine.
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Even if only for quest POI's. The second you tickle the marker it spawns them all and strips surrounding buildings of theirs, leave the zone and they start coming back.
zombies do not come from outside of the poi boundaries.
they do respawn after you leave the area intended
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if you activate a volume you just back away they lose you again obviously enough so you not still in their vision
 
I can reliably stealth POIs of Tiers 0-4. At Tier 5, it depends on the POI.

Most of those Tier 5's, these days, will include some encounters that cannot be evaded and that likely are overwhelming. There's a limit to how many of these encounters feel like stealth play. If every encounter is a triggers and scripted event, then the stealth player's Tier 5 technique becomes run away, fight on the run, restealth and then come back. There are side-effects to this that can make it very difficult to complete the quest.

Those side-effects include lost zombies that have lost track of the player and wandered off. And, those zombies may not show up as a little red dot depending on the mission and that red dots sometimes seem to disappear. Then min-scripts start to feel wonky as you have cleared an area, spent 20 minutes hunting down a lost zombie, and then suddenly there's another wave to flee, restealth, and then hunt down.

The player is never out of options, which can be its own fun. Modifying the battlefield is one technique. If you know where a minscript is placing zombies and have a zombie to hunt down keeping the minscript from spawning in a new wave, you can mess with their placement.

But, the use of triggers can take away a stealth player's options for trying out-thinking the POI. That is, if you're working hard to get line of sight on concealed positions where zombies might hide, there aren't any zombies there until you enter. Because players can modify the battlefield, including knocking holes in walls, even a zombie encounter in a sealed room can't assume the player has never looked into the room.

At all levels of POI, and even without triggers and minscripts, any vertical entry into a normal zombie volume also takes something away from stealth. This is because zombie volumes (for very good performance reasons) don't pre-place zombies based on vertical distance to the player. This means a player can look down on a room, see no zombies, drop in, and then suddenly be surrounded. Sure, that's a viable encounter and danger is cool, but mechanically this is every vertical entry. Thus, stealth players learn (or should learn) that climbing into, or dropping into, any location is a setup. It is literally a good stealth technique to build stairs to avoid climbing ladders because for some reason climbing a ladder cannot be done using stealth.

So, while I still find stealth fun to play, it is an area that could be improved and I think its really easy for players to conclude stealth doesn't work.
 
I Would like to see an overhaul to stealth/ assassin set, that makes stealth viable in POIs. It seems no matter if your perks are maxed, and wearing quality 6 assassin set, the “wake zombie triggers” completely negate any form of stealth.

Perhaps maxing the stealth perks and armor set, you can see and disable the triggers?
The way I see it, if you don't go the route where the quest flag is sitting, they won't get triggered. There were times when I destroyed a locked door and there would be a standing zombie right next to the door and not get triggered from banging on the door with the stone axe, it was weird. Didn't have "from the shadows" perk leveled or anything too.
 
I Would like to see an overhaul to stealth/ assassin set, that makes stealth viable in POIs. It seems no matter if your perks are maxed, and wearing quality 6 assassin set, the “wake zombie triggers” completely negate any form of stealth.

Perhaps maxing the stealth perks and armor set, you can see and disable the triggers?
From what I gather, Unity relies on scripts that other engines rely on backend code to do. Ergo, all the manual triggers and such.

I don't know that there's a satisfactory solution to things that are literally limited by what the engine can do.
 
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