Stealth in Boundless

I would say make a seprate restriction on sneaking as being exhausted for fx. running is totally different to the strain you put on yourself for moving silently

ESO just makes it easy, sprinting/sneaking/power attack takes stamina, so you have to really think about everything you do. i dont think you should be able to sprint out and entire bar and then sneak out and entire bar and THEN powerattack and entire bar. seems overkill, but it depends on how they make it.

But as long as there is a restriction on how long you can do it im fine.

and if they have to split it up i think sneaking should reduce aggro range while sprinting should increase it, after all you make more noise and attract more attention.

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See, my thing about that is stealthing in tall grass or shadows already makes you harder to see, naturally. Why artificially make it even harder to spot? It saves programing and processing to just ignore it, and makes stealth more skill based.

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maybe we have a different definition of “sneaking”. i don’t implied crouching … i just tought about "moving slow and stay in cover / hide. if you implie also crouching i’m ok with a stamina lost for it.

i agree with this !!! it sould never be possible to be 100% invisible. otherwise some player become overpowered over others.

sounds like a fun thing for PvP … "lets ignore the stealthed guy untill he came close and hit him than :smiley: "

that sounds fair … expect the 100% thing

Quite simple actually. to REWARD those who dedicate themselves to stealth. if somebody spends a lot of focus on increasing his ability to stealth, be it through actual “levelling” a skill, or gear, or spells or whatever, he should REWARDED. The same way somebody dedicating themselves to archery should be able to shoot harder with bows than somebody who have never used it. At the same time to counteract that skill they could act “Detection”, ANOTHER skill you could level, and people who use time on that would be REWARDED by being able to see players/mobs easier. maybe even have some mobs be completely invisible if people refuse to level it.

Also, remember that PvP won’t be a major thing, it would be “fun” not sure if that still means we can stab eachother, but it seems like its not going to be “i walked around outside and i got backstabbed by an invisble guy, unfair” which seems to be what you are worried about.

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PS: @Vastar while i like the idea of stealth i really dont think you should be able to sprint, i think sneak should make you harder to spot but would only last for a limited time and would punish you with quite a movement speed debuff, sneaking should only be one of few ways to approach a situation, if you make sneaking infinite and doesnt debuff, there is literally no reason not to sneak :smile:

Oh god please no, I hated that.
In ESO this was kinda necessary because every character was able to sneak and sneaking gave you 100% invisibility. With my suggestion you are (almost) never completely invisible so I really don´t see a need for an additional penalty like a stamina drain.
We also don´t know if we are going to get resources like stamina or how they´ll work and I didn´t want to make any assumptions on things we don´t know yet.

It should definetly be hard to achieve but i think under absolutely perfect conditions (at night with the right equipment, while standing still on tall grass) it should be possible to hit 100%. (but this is just a minor detail)

This would be a nice addition but I think a damage multiplier applied to yourself would not be the right penalty. Something like the slow you get when you are hit while your “aspect of the cheetah” (Hunter, WoW) is active would imo be more adequate.

Please not. Sneaking should be an intuitive little addition to the combat with a set of special wearables and maybe 1-2 skillable perks to it. It should definitely not be more complex than it has to be.

Dunno, in Fallout, the TES games, WoW (and most other MMOs) you can sneak for an indefinite amount of time without any penalty and yet there are a lot of players that don´t use it.

You cant just say

and then say “No pentalties on sneaking”

Also. It doesn’t MATTER how “invisible” you are. because you talk from a pvp combat perspective, which again Have been said wont happen So all it would be would be how much creatures can see you / you can see them.

Also, for the love of god don’t try to compare single player games to MMORPG’s without considering the balance. The main problem is in skyrim and fallout IT’S OP. you can oneshot enemies with sneak abilities. that REALLY shouldnt be the case.

Single player

SIngleplayer

Class locked.

Laughable. i will accept it if you can prove that over 50% of all mmorpgs uses perma sneak with no penalty.

You are arguing for every class being able to sneak yet not allow them to level or increase their sneaking other than focusing 100% on sneaking and nothing else by dedicating gear to it. What?

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Stealth isn’t something we’ve ever planned for Boundless. I’m personally a big fan of stealth games and I wouldn’t want to put forwards anything that wasn’t going to be an amazing stealth experience – adding it into the already complex mix would simply be too compromised.

One day I’d love to work on a stealth game, love almost all of the titles referenced in this thread.

Edit: what stealth is/isn’t seems to be a bit of a blurry line for some people. AI behaviours and reacting to presence isn’t really what I’m talking about when I say “stealth”.

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I think the idea for boundless “stealth” would be better described as “sneaking”. I think the opportunity for sandbox play with sneaking is too strong to ignore. Reduced mob detect range and direction when sneaking and a sneak animation would be all it really takes for a bare-bones sneak mechanic, and would add a whole level of complexity to play with, especially for dungeon designers and hunters. Please please consider adding at least bare-bones sneaking at some point.

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Never say never, but there’s still quite a lot to do without adding lite-stealth mechanics. Also I’m not sure many/any of out planned combat mechanics are very ‘stealthy’. Combat will be cool!

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Know what is a cool combat mechanic? Sneaking up behind something and stab! like a ninja!

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Please don’t forget Drugging

Hopefully by borderlands combat you didnt mean the sort of “shoot 1 shot and you pull and entire camp” Not really sure if being able to pick down enemies from groups is “stealthy” but i hope its in the game

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I don´t know what you have planed for the combat and why it wouldn´t go together with a really simplistic sneaking mechanic but I think that without the option to play as a ‘sneaky’ character a major part of the “combat sandbox” would be missing.

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Isnt it just contradicting to say “you should just make a really simplistic sneaking mechanic” yet say “it should allow for the option to play as a sneaking character”

What is simple? what you described in the top definitely wasn’t simple by any stretch of the imagination. Its a nice idea, but not simple. Simple would be ESO everybody can ctrl to sneak which makes aggro range less, but even that comes with alot of systems that it needs to build around and alot of changes to the aggro and vision range to creatures.

I dont disagree with it being a cool idea, but saying ''i don’t understand why it wouldn’t work if you just made a really simple system" (which is basically what you are saying)

@ben put it nicely

What would be good enough for you? What would be too simple? would you rather have a bad/less than mediocre stealth system which might mess up combat balance just for the sake of having it there?

You can either accept it or keep bugging them about it like I did. If you come up with a variety of good reasons as to why it SHOULD be in the game, other than “because i want it to” I think they might be willing to consider it more :smiley:

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something that i’ve been thinking about reguarding stealth: would suprise really increase the damage of an attack? I think only in reguards to that the enemy wouldn’t be guarding with a shield or other weapon, but wouldn’t there already be a mechanic for that? rather, I think that stealth should only be an opportunity to, if you’re smart, engage your enemies only a few at a time, or not at all. that way it is practical for a character to specialize in stealth attacks without actually unrealistically increasing the damage.

or is there a real reason a suprise attack would deal more damage?

Dunno if it would but it´s common practice in games that attacks out of stealth deal additional damage, probably because stealth classes/characters in games mostly revolve around a fast, burst oriented combat style.

The idea of doing more damage coming out of stealth is based on the idea the you have the time and advantage to make a precise strike. As opposed to taking whatever strike you have available in open combat. It’s basically giving you a free crit.

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Logically, damage boost comes from being able to target critical weaknesses that may be difficult to attack in combat, like the spine, gaps in armour or the back of the head. When you have a target that does not know you are there, you can better prepare your first strike.

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