A horse of course
Guest
Yeah, that's a problem with game design not player's playstyle.By not removing half the point of the game, which is navigating around guard patrols and such.
If you don't want player to methodically dismantle your patrols, then derp freely around level, don't give them means to do just that.
If player can reliably KO and disappear all the guards with impunity, player will KO and disappear all the guards with impunity, if only because it's optimal in the long run when it comes to exploring the level (no pesky patrols getting in the way).
If you want patrols to stay there as continuous obstacle in a stealth oriented game (or RPG/immersive sim while using a stealth approach), then:
- Don't give player blackjack, tranq darts, chokeout, whatever
- Make those means unreliable risking victim's death or alarm, preferably with deferred failure
- Make those means resource dependent (victim wakes and raises alarm unless tied up and gagged, finite supply of rope)
- Make player forfeit ghosting/additional stealth goals by taking out patrols
- Make detection inevitable once any of the patrols go missing (ideally make detection thing that happens if player leaves the environment in changed state, not just patrols - ghost is when they never know you were there).
- Make alarm states ratchet
That's all fine, I simply take issue with civvie representing it that way and falling for the "immersive sim" meme, as some of his fans won't have played the series and will end up playing it in a way that's less enjoyable than doing so in the "correct" way.