Viktoriusiii
New member
Well now. I do not want to influence your instinct, so please vote on the poll before I bring up any arguments.
And yes this has been said in a couple of threads, but not only do I want them to see that this is prevalent, I also want to lay out every reason (and potential solution) for this very complicated topic.
Prefix:
I love stealth in games. I also like to go in guns blazing sometimes, but the feeling of being weak, and yet through intelligence and planing, overcoming the obstacle feels great.
So I am slightly biased. But I have complimented A19 and now A20 a lot so I do consider myself pretty much on board with most of the changes.
Also I have said a lot about stupid zombie placement in the last few years (HOW did they get inside the walls??? Who put them there?), but this is only a side issue but should not be forgotten.
We all know about the automatic wake up mechanic of Z's in POIs by now.
You pass a certain block and every zombie in the room wakes up for seemingly no reason.
I am pretty sure this is a way to give the player drama and an 'experience'. This has been the philosophy of TFPs since very early on. Where gameplay and logic will suffer to give the player memorable experiences.
To be fair, they HAVE slowly but surely tried to find a middle ground on many of these issues (most houses are now actually properly run down, so when a floor collapses, it is not completely out of nowhere. As well as giving stealth characters the option to delay these traps)
So I am hopeful about this issue as well.
BUT the reason for its implementation is that sneaking is EXTREMELY powerful to clear POIs. You basicially have no risk and just wander through the poi collecting items and XP.
So I do get the reason for this implementation. The WAY of this implementation is absolutely insanely bad though.
EVERY POI has them and there is nothing you can do except not following the "given" path.
This ruins the only upside to stealth characters. They WILL have a hard time on hordenight, no matter how many quests they completed (remember that gamestage is correlated to level, so many quests also mean harder hordenights).
I have said it a billion times:
Everything needs its ups and downs. If there is a choice between something with only ups and one with some downs, there is no reason not to go for the first one. And the same is true with some negatives and all negatives.
MY OPINION:
TFPs want to force players to fight and interact with the world. (in a way a good thing, since players will optimize the fun out of every game)
But I do not think that this should be this forcing. It is already VERY pushing when it comes to exploring the world (you need to loot or you are f***ed) and this is just one step too far for me.
If a player enjoys stealthing around, let them. Give them smaller obstacles to make it interesting (like bridges that need to be jumped without stealth or something), but do not FORCE them into fighting. Especially not with scripted events.
If it makes sense, ok. You should STILL use it in moderation (and not in EVERY poi, like how it currently is), but at least it makes sense.
But scripting it makes the player feel cheated. "I did everything right and I am still being punished!"
So how do we combine these two seemingly opposed problems (keeping stealth strong while still giving some excitement to looting)?
There are a lot of different possibilities. I will list them from easiest to implement to hardest.
Not all of them should be combined, but some definately can be.
0.5) delete every "wake up" block, except for traprooms
Obviously not brilliant, but easy to do and fixes at least one issue. (that is why it is point 0.5)
If I fall down a broken block into a room filled with Z's, they should wake up.
Everything else kinda doesn't make sense considering sneaking is exactly that: not getting spotted.
1) wake them up without giving them aggro
This is probably the easiest and most effective way to resolve this issue.
This makes stealth far more challenging, fills the world with life and still gives the player a way to shine through stealth. (also it fixes the stupid placement where every zombie is behind a wall)
2) wake up percentages based on stealth skill/detection meter
This should also be easy to be implemented. Depending on your sneak skill (or even on your "detection" value if you want it a bit more refined) only a certain amount will actually wake up. And an even lower amount could pull aggro (so a mix between 1&2). This would mean that there is still SOME aggro, which will probably cause more aggro if the player isn't skilled enough, as well as making stealth worth it.
Downside: it makes late game stealth just as boring as it was pre A20 (in the minds of TFPs. I loved being completely sneaky not having to fight even once)
3) Counterplay
give us some way to avoid these forced wake ups. A pile of trash in the door, a tripwire connected to an alarm that can be lockpicked, any indicators that the next room has awake zombies (like zombiesounds a few blocks before you get there.
Downside: skilled players will be able to not fight again.
4) make POIs with easy and hard paths
this is by far the hardest to implement, since it requires total reconstruction of pois. But it would help.
Instead of giving us exactly one way, give us multiple. One quick one and one long one where stealth can be used.
I won't expand on this because it will never be done, but I still wanted to mention it.
And yes this has been said in a couple of threads, but not only do I want them to see that this is prevalent, I also want to lay out every reason (and potential solution) for this very complicated topic.
Prefix:
I love stealth in games. I also like to go in guns blazing sometimes, but the feeling of being weak, and yet through intelligence and planing, overcoming the obstacle feels great.
So I am slightly biased. But I have complimented A19 and now A20 a lot so I do consider myself pretty much on board with most of the changes.
Also I have said a lot about stupid zombie placement in the last few years (HOW did they get inside the walls??? Who put them there?), but this is only a side issue but should not be forgotten.
We all know about the automatic wake up mechanic of Z's in POIs by now.
You pass a certain block and every zombie in the room wakes up for seemingly no reason.
I am pretty sure this is a way to give the player drama and an 'experience'. This has been the philosophy of TFPs since very early on. Where gameplay and logic will suffer to give the player memorable experiences.
To be fair, they HAVE slowly but surely tried to find a middle ground on many of these issues (most houses are now actually properly run down, so when a floor collapses, it is not completely out of nowhere. As well as giving stealth characters the option to delay these traps)
So I am hopeful about this issue as well.
BUT the reason for its implementation is that sneaking is EXTREMELY powerful to clear POIs. You basicially have no risk and just wander through the poi collecting items and XP.
So I do get the reason for this implementation. The WAY of this implementation is absolutely insanely bad though.
EVERY POI has them and there is nothing you can do except not following the "given" path.
This ruins the only upside to stealth characters. They WILL have a hard time on hordenight, no matter how many quests they completed (remember that gamestage is correlated to level, so many quests also mean harder hordenights).
I have said it a billion times:
Everything needs its ups and downs. If there is a choice between something with only ups and one with some downs, there is no reason not to go for the first one. And the same is true with some negatives and all negatives.
MY OPINION:
TFPs want to force players to fight and interact with the world. (in a way a good thing, since players will optimize the fun out of every game)
But I do not think that this should be this forcing. It is already VERY pushing when it comes to exploring the world (you need to loot or you are f***ed) and this is just one step too far for me.
If a player enjoys stealthing around, let them. Give them smaller obstacles to make it interesting (like bridges that need to be jumped without stealth or something), but do not FORCE them into fighting. Especially not with scripted events.
If it makes sense, ok. You should STILL use it in moderation (and not in EVERY poi, like how it currently is), but at least it makes sense.
But scripting it makes the player feel cheated. "I did everything right and I am still being punished!"
So how do we combine these two seemingly opposed problems (keeping stealth strong while still giving some excitement to looting)?
There are a lot of different possibilities. I will list them from easiest to implement to hardest.
Not all of them should be combined, but some definately can be.
0.5) delete every "wake up" block, except for traprooms
Obviously not brilliant, but easy to do and fixes at least one issue. (that is why it is point 0.5)
If I fall down a broken block into a room filled with Z's, they should wake up.
Everything else kinda doesn't make sense considering sneaking is exactly that: not getting spotted.
1) wake them up without giving them aggro
This is probably the easiest and most effective way to resolve this issue.
This makes stealth far more challenging, fills the world with life and still gives the player a way to shine through stealth. (also it fixes the stupid placement where every zombie is behind a wall)
2) wake up percentages based on stealth skill/detection meter
This should also be easy to be implemented. Depending on your sneak skill (or even on your "detection" value if you want it a bit more refined) only a certain amount will actually wake up. And an even lower amount could pull aggro (so a mix between 1&2). This would mean that there is still SOME aggro, which will probably cause more aggro if the player isn't skilled enough, as well as making stealth worth it.
Downside: it makes late game stealth just as boring as it was pre A20 (in the minds of TFPs. I loved being completely sneaky not having to fight even once)
3) Counterplay
give us some way to avoid these forced wake ups. A pile of trash in the door, a tripwire connected to an alarm that can be lockpicked, any indicators that the next room has awake zombies (like zombiesounds a few blocks before you get there.
Downside: skilled players will be able to not fight again.
4) make POIs with easy and hard paths
this is by far the hardest to implement, since it requires total reconstruction of pois. But it would help.
Instead of giving us exactly one way, give us multiple. One quick one and one long one where stealth can be used.
I won't expand on this because it will never be done, but I still wanted to mention it.