I feel like there's been a lot of focus on minutia, and very little focus on the overarching point I'm trying to make. We've talked about both early and late game because both have examples of the impact of triggered events on stealth. All of the arguments I've seen are along the lines of how you can use -insert non-stealth mechanic/playstyle here- to work around a problem with the stealth playstyle in its current form. The main point I'm attempting to make is that when a player is presented with a playstyle as an option, they should be able to approach the game that way without being punished for it. Obviously they should still be challenged, and I've dropped many different ideas on how to do that fairly, and I'm sure there are many, many more! If I stealth into a room in a new POI with all the stealth boxes checked (no light, crouching, proper gear, skill investment according to level, clearing noise traps, testing for loose/breakable floors, etc.) and 15 zombies are magically aware of my presence and raining from the ceiling, even though I did nothing different than the last 25 rooms I've entered, that is a bad gameplay experience. It's like saying that heavily armored builds with 5/5 Pain Tolerance and 5/5 Heavy Armor are too hard to challenge with normal radiated zombies, so magically one room removes your armor or random zombies have 100% armor penetration.
If, as a POI developer, your only way to change up the experience for stealth players is to negate their entire point investment, gear investment, and playstyle through a trigger, I would contend that you're limiting your own creativity. There's obviously no limit or minimum to triggers to use in a POI that is fun for all playstyles. The real limit is creativity, and the game engine itself.
If, as a POI developer, your only way to change up the experience for stealth players is to negate their entire point investment, gear investment, and playstyle through a trigger, I would contend that you're limiting your own creativity. There's obviously no limit or minimum to triggers to use in a POI that is fun for all playstyles. The real limit is creativity, and the game engine itself.