Rework Stealth (because Stealth is awesome)
Hello there! I like what you do, congrats to the team! I feel the game is great but stealth is a bit disappointing today. Here are a couple of suggestions :
-Improve the feedback on enemies viewcones
-Add long-distance non-lethal options and tools, introduce them early in the game
-Improve feedback on when an item is invisible, bushes for example seem a bit random today
-Improve diversion items, and...
-...add feedback on noise: what's the detecting distance of my footsteps while walking?! And the noise the item will do when dropped on the floor?
Mimimi did an awesome job with stealth, with cool mechanics, maybe there is inspiration there :)
Cheers!
Comments: 14
-
01 Apr, '22
Mat.in the first camp (there we deliver the blacksmith) an enemy detected me shot me no one came and did not trigger any action from the others I shoot myself in the same place the whole camp comes in 1 second. different example in my "tutorial" zone there is a passage with 1 enemy in the hat and several at the bottom I go up to knock out the enemy in the top and suddenly all the guards spot me directly while they are in low. The steath sometimes is not fair . (Sorry for my average English I’m French)
-
01 Apr, '22
CharlieI agree that currently the way distraction works is unsatisfying. They run around very chaotically when alert, making it frustrating to interact with. If they spent just a little more time inspecting the source, it would be more satisfying. I would also love to throw equipable junk like rakes and hammers at targets to knock them out. I would also love for the "rake trap" ala sideshow bob from the simpsons to be a reality
-
02 Apr, '22
MetzliI wanted to utilize stealth more when playing, but I found it does not work in any intuitive way. I basically gave up on trying to stealth at all, and just decided to go in guns blazing even though that is not always a good way to approach the scenario, or necessarily the most fun way to do so.
-
04 Apr, '22
JaydeeYes, I would love for better stealth! It is my go to approach when taking enemies out and I would love to see more non lethal options.
-
05 Apr, '22
KetchvalI think it would be good if sneaking at full speed generated a small amount of noise (with a low travel radius), so that if you're sneaking near a sleeping NPC or enemy you might wake them up, or alert an enemy if you are quite near them.
-
05 Apr, '22
UnforgivenI would love to see a more in-depth stealth mechanic, not only knock-out going melee, maybe some non-lethal weapons, and giving a reward to the player (better loot on some areas maybe or just better loot on the knocked out enemies) for trying it out, they would feel incentivated to do it.
-
06 Apr, '22
vadimI think they just need to add The choice “ Kill silently or knock out”.
-
07 Apr, '22
RichAgreed. A good place to look at inspiration are Shadow Tactics and Mark of the Ninja. Both games clearly communicate information to the player through viewcones, sound ranges, and detection times.
-
09 Apr, '22
Paul HarveyThe one thing that confused me is not being able to pickpocket people unless they're asleep. Just felt a bit unintuitive.
-
11 Apr, '22
creepy13I really like it the way it is now... I play stealth 95% of the time.
I would add a couple suggestions similar to the Far Cry series... 1. Auto-loot a body when knocking them out. 2. Add the ability to instantly carry a body after knocking them out, maybe right-click is knock out and instacarry but keep the left-click to knock out option? To me, many times it takes too long for the body to be targetable so that I can carry and move them, e.g. I want to knock a guy out and move his body quickly before his buddy paths back and spots me so I need to move fast. I knock him out but then have to wait a few seconds or reposition so that the body lights up as actionable, pick him up, and then move quickly away to hide the body. -
26 Apr, '22
Julien Roby AdminOur Design Team is currently reviewing this ticket and will see what we can do with this feedback and will post back once we have some next steps to communicate, thanks all for your suggestions and notes!
-
28 Apr, '22
DiodeLadderAs for a ranged non-lethal takedown option, cowboy lasso rope throw might be a fun, very western way to choke someone at distance quietly. This can convincingly work on already hostile enemies, too, since this is how cowboys would capture running cows. One more way to use ropes. :-)
I've been finding that stealth actually works quite well in this game for me as is, even though it took me a while to get a hang of it. -
01 May, '22
Cat H.I'd like to be able to lean on stealth a bit more, given there is no auto aim or sticky aim. It would help thin numbers, save ammo on your favorite guns for when you do get into the fight, and lower risk.
Granted, PC players can autosave to autoload to the heart's content, but I think console players rather have that sneaky satisfaction sooner.
More recent isometric games that had stealth done well... Desperados III was one. Being able to throw the coin to distract enemies was a great tactic. Something silent along those lines, maybe that costs you money if you don't kill the unit that is distracted by the coin you toss? Rather than a permanent special coin as in DIII. Also, poor location could backfire? -
11 May, '22
Julien Roby AdminWithout going into too much details we can communicate on the fact that we will be focused on tuning, balancing and fixing our AI Detection Model with regard to Stealth and making sure the Player Stealth experience is gradually getting better across the next two Patches (1.03 and 1.04) as well as adding a variety of weapons to improve loot variety, among which some will have Stealth or Non Lethal dedicated usage. Please note that 1.02 also already introduced Non Lethal Blunt Weapons.