hiemfire
New member
It was a statement of my opinion on the matter. To restate: There needs to be an indicator that the section being entered ignores the "rules" laid out by the rest of the game or they need to be removed for stealth to be worthwhile at its current in game cost. It is the only mechanic in game that has an 18 perk (14 to 18 levels worth of gameplay) investment to maximize the player's capability in that auto aggro volumes ignore. That is without including increasing sneak attack damage, which is another 5 perk points/levels worth of investment (23 perk points or 19 to 23 levels total) that these volumes negate. To every other build type auto-aggro volumes are just another sleeper volume. To stealth they are a punishment.This is definitely the wrong tactic to take. TFP wants there to be occasional areas of direct confrontation. They are happy to have stealth work 90% of the time and fail 10% of the time to mix things up a bit. If you ask them to add visible indicators of the reasons the zombies all wake up in that section they might consider doing it as a visual causality to better communicate to the player why it happened.
HOWEVER
We know you wouldn't be happy with just that. You would then insist that TFP give players the ability to disarm and avoid and cancel out those visual cues because it would be immersion breaking to see a trip wire but have no way to disarm it or to go in through a wall and not activate the trip wire but still they all wake up. Nope. The devs are not going to go down the rabbit hole of doing all of that I can tell you right now. And if you present it as such I can tell you now that Madmole will just say no to the whole idea and just keep it the way it is. In their minds Stealth is pretty much done and adding an indicator that might lead to weeks or months of deeper development for disarming traps and sirens and lights and tripwires.
As Madmole would put it, "We're not making a stealth simulator. It is a zombie killing game with stealth elements."
At a minimum they should openly disclose within the game itself to the players that these exist so the players can make an educated decision if they want to make use of the perks. Aside from encountering these volumes and repeatedly failing to stealth through them (Learn by Dying, like a gen 1 console side scroller) or "word of mouth" from others who have discovered them, this doesn't exist. Adding it to the loading screen tip on Stealth or as part of the game journal entry on Stealth would cover that, minimally. As it is now they are being disingenuous with the player in regards to how the stealth mechanics function in game, intentional or not. I just double checked both the loading screen tip and the journal entry, neither mention it.
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