Roland
Community Moderator
He's "stealth killing" a sleeper horse....Look. That horses head is still moving a little!!
He's "stealth killing" a sleeper horse....Look. That horses head is still moving a little!!
and it is not waking up, that would be unfair.He's "stealth killing" a sleeper horse....
This is a good answer and should be pinned and put in a FAQ somewhere because this keeps coming up.It works in all the rest of the areas of that POI. Stop pretending that one room of a POI invalidates stealth for that entire POI. It’s one room where you have to change up your strategy.
You keep comparing Stealth which is one aspect of the Agility build to all of the Strength build. How about more fairly comparing all of Agility to all of Strength? If you just want to look at stealth from the agility attribute then let’s just look at Master Chef from the Strength attribute. How does stealth fare for clearing POIs compared to how cooking helps to do the same? All of a sudden, stealth looks better...
Joking aside, I get what bothers you. We can already sneak around unperked so buying perks should gain us advantages like being able to avoid whatever triggers a room to aggro for unperked players. That would create a more defining line between perked and unperked stealthing. But after buying those extra skills we are still subject to the auto aggro like everyone else. The answer is simply that the level designers want everyone to experience these particular rooms as a direct confrontation. 90% of the rest of the POI you still have your advantages plus any other Agility skills like parkour that you can bring to bear.
It would still not fix the key problem which is an auto failure.This is a good answer and should be pinned and put in a FAQ somewhere because this keeps coming up.
Really cool would be if they had a sniffing annimation ... let the zeds that auto-wake-up start with an animation where they sniff the air and look arround for a second before they locate and rush you!!!!
That sounds good..Wandering hordes of no less than a dozen vultures that are all 100% stealthy and have hyper senses.
Then, the first moment you know your being attacked is:
Your stunned, bleeding, infected and with a broken leg.
I'll leave it to your imagination on how your health is doing.![]()
Agreed. Balance. Those bandits have trained being bloodthirsty maniacs as much as you, so for every bandit you kill there must be a bandit who has killed you.That sounds good..Or we could just wait for bandits with a similar deal; they got stealth, your character can't see them so they're not rendered in the world for you to see. Taking headshots with decent accuracy whenever you're outdoors. Stabbing you with one of those 5x multis indoors whenever you open a door or turn a corner.
People who want every single enemy they stealth against to be unconscious obviously have a tremendous threshold for repetitious activity without feeling much tedium....
Perhaps they should play an ACTUAL stealth game with ACTUAL stealth content?Look. That horses head is still moving a little!!
I cheered when they put snipers in bandit camps in Mist Survival. I got tired of the camps being too easy to take out with a bow and basic arrows.The bandits that "stealth" players hope for....
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The bandits that "stealth" players will rage against...
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The bandits that "stealth" players hope for....
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The bandits that "stealth" players will rage against...
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I'd say that the results are what really matters. If you get what you want then the POIs are 100% full of sleeping zombies that you can "stealth kill" while they remain unconscious. If you don't get what you want then the POIs have a variety of zombies that you can stealth kill by using stealth skills to evade, hide, and kill from the shadows.Or are you still straw manning about our hate for attack volumes that you're assuming a simple wanderer or two is somehow comparable to stepping over an invisible line and having every zombie it is tied to knowing exactly where you are at that instant and immediately moving to attack?
So when I woke up zombies in my last stealth test sometimes and it wasn't in rooms that were autoaggro, why didn't I get confused too? Why did I simply think "bad luck, chance"? Like a basketball player still misses the basket with a chance that is always greater than zero. And it is the norm in random-based gamesRound and round this goes..![]()
For me the problem with auto-aggros is that it feels broken, compared to the rest of the game. You don't even need to use stealth to notice that some rooms are much more enthusiastic about that delicious player scent than most. Normal sleepers keep sleeping quite often, these guys never. So, the rooms this happens in become known as 'different'. (This is what happened to me, at least)
Slapping on a percentage for these rooms to act like normal would just make it feel more buggy.. "this room is different, but only sometimes. Am I insane or is the game just borked?"
Sure, solutions that work once as a skill test and then never again. See a mine, go through the wall. Done. It does not solve what the developers want to do with auto-aggro rooms.Slap on a mine in the only doorway in and have it have a chance of being a dud, now you have a) an auto aggro that works as the zeds wake up from the boom-boom, b) can't easily be avoided if it's a live one c) can really mess you up by itself, just for giggles (as some are prone to accuse TFP of enjoying), d) can be disarmed with the help of an atypical stealth perk from perception (pick up mines) e) if dud and the player is bold enough, maybe disableable without aggroing the room and, for the ultimate F) you can use a plate mine flat at the floor, painted like the surrounding floor for extra special enjoyment.
Please don't take that too seriously. Seriously![]()
Because that's the consistent experience everywhere in the world..? Some zeds wake up easier than others. Sometimes you do mess up. But once you get a number of zeds faceplanting all around you in an entertaining and completely harmless manner, with you knowing you did not mess up this time, things start feeling weird. When that thing is localized to dozen rooms in the entire game, you figure out that game is just ignoring its rules in those locations. The wallpaper comes off, and the drywall looks nasty.So when I woke up zombies in my last stealth test sometimes and it wasn't in rooms that were autoaggro, why didn't I get confused too? Why did I simply think "bad luck, chance"?
For your solution of making the auto-aggro rooms random, I'd add a small chance (2-5%) for every volume to auto-aggro. I'd Rather remove the "magic" of it by giving it an explanation in the room (whatever noise maker you want to go with, with or without the ability to avoid/disable it); but if we absolutely need magical moments where some zeds just know you're there, make it a feature of the whole game, not just couple specific rooms.But yes, that idea does not solve everything, it just makes the stealth perk somewhat more valueable in a situation where stealth is at a disadvantage. As I said, a compromise.
Sure, solutions that work once as a skill test and then never again. See a mine, go through the wall. Done. It does not solve what the developers want to do with auto-aggro rooms.
Then you have to suffer through even more running gags![]()
But how would you know that? Its not like there is some indicator in the game that says, "You screwed up!". What you do looks exactly the same whether the zombies wake up and see you or not. I still maintain that a lot of this heated debate is because people are aware of the existence of auto-aggro rooms.... if no one knew they were there most people would attribute them to failing their "stealth roll".with you knowing you did not mess up this time
Because that's how I figured out a couple of the auto-aggros by myself, before it started turning up in the forums. Because it's a game. If you play enough, you get good at it. You learn the mechanics of it. There's Always an indicator of "you failed"; because if there isn't, there isn't really success either. I've never burnt my Bacon and Eggs because I can't leave them for too long in the campfire. But if I could, and the game wouldn't specifically tell me I failed with a timer, I could still figure it out over repeat efforts. With the feedback from your failures, you learn the ways to fail, you learn when something is random, how it applies. You may be mistaken, of course, which means you have to re-learn something, which is discomforting. That's fine, part of the process normally.But how would you know that?
But there isnt. You crouch to be in stealth and you try to sneak up on a zombie. It either wakes up or it doesnt. There is no indicator that shows that you did something wrong.... the zombie just detected you.There's Always an indicator of "you failed"