1) Typically only Thieves had it
2) It was too finnicky with its randomness
3) You missed out on experience points for not killing enemies instead
FeelTheRads said:SKILL SYSTEMS IN CLASS-BASED SYSTEMS SUCK, THUS, ALL P&P SYSTEMS ARE RETARDED
And how will experience work for stealth in PE then?
If there's no use for Sawyers mechanic then it's shit too (it's shit anyway), do you agree?
You're gonna have to explain to me how stealth was useful in any way in the IE games, otherwise:
-Backstab, easy win button against many mages in the game against whom Josh swears you need a mage in a party to successfully get past. Hit and run tactics, once you get boots of speed you can clean out rooms of enemies very easily with just your thief without wasting resources/spells/resting.
-Scouting, assessing the threat and nuking it with a mage.
You're gonna have to explain to me how stealth was useful in any way in the IE games, otherwise:
-Backstab, easy win button against many mages in the game against whom Josh swears you need a mage in a party to successfully get past. Hit and run tactics, once you get boots of speed you can clean out rooms of enemies very easily with just your thief without wasting resources/spells/resting.
-Scouting, assessing the threat and nuking it with a mage.
Except that avoiding the fight prevents you from collecting the loot.Well, xp in PE is not rewarded for killing things. It's objective-based, supposedly.
You're gonna have to explain to me how stealth was useful in any way in the IE games, otherwise:
-Backstab, easy win button against many mages in the game against whom Josh swears you need a mage in a party to successfully get past. Hit and run tactics, once you get boots of speed you can clean out rooms of enemies very easily with just your thief without wasting resources/spells/resting.
-Scouting, assessing the threat and nuking it with a mage.
both almost some kind of cheats. cheap, superficial and inelegant uses.
fucking backstabbing and that stupid two step gameplay.
It should have much more gameplay relevant uses, from solutions to sub quests to specific content that cant be accessed without it, both in terms of combat, gear, sub quests, narrative and C&C of each.
Except that avoiding the fight prevents you from collecting the loot.Well, xp in PE is not rewarded for killing things. It's objective-based, supposedly.
Right. But depending upon itemization, it may not matter. Like, in VTMB, most of the good loot could be bought, found or stolen and killing people for their items was usually not a thing.Except that avoiding the fight prevents you from collecting the loot.Well, xp in PE is not rewarded for killing things. It's objective-based, supposedly.
VTM featured only three types of equipment: Melee Weapons, armors and artefacts, ranged weapons sucked. All rare and scarce. POI is advertised as an item-heavy game. In VTMB items helped, but were not critical, especially with certain skills, like unarmed/brawling. I highly doubt you could play POI with minimal equipment even as a monk.Right. But depending upon itemization, it may not matter. Like, in VTMB, most of the good loot could be bought, found or stolen and killing people for their items was usually not a thing.
VTM featured only three types of equipment: Melee Weapons, armors and artefacts, ranged weapons sucked. All rare and scarce. POI is advertised as an item-heavy game. In VTMB items helped, but were not critical, especially with certain skills, like unarmed/brawling. I highly doubt you could play POI with minimal equipment even as a monk.Right. But depending upon itemization, it may not matter. Like, in VTMB, most of the good loot could be bought, found or stolen and killing people for their items was usually not a thing.
So you're saying that people will probably kill everything just for loot? Wasn't one of the (major) reasons to not reward combat with xp to prevent people from killing everything? xDExcept that avoiding the fight prevents you from collecting the loot.Well, xp in PE is not rewarded for killing things. It's objective-based, supposedly.
Ah, ok then. This is actually better than it was in IE (not very good, but still an improvement). I misunderstood that pickpocketing is just gone.We are getting pickpocketing in dialogues/prompts in PS:T special action style, and as such i feel like it's replacing it for somethign better.
Invissibility is readily available and beats the shit out of stealth for both of these things.
both almost some kind of cheats. cheap, superficial and inelegant uses.
fucking backstabbing and that stupid two step gameplay.
It should have much more gameplay relevant uses, from solutions to sub quests to specific content that cant be accessed without it, both in terms of combat, gear, sub quests, narrative and C&C of each.
VTM featured only three types of equipment: Melee Weapons, armors and artefacts, ranged weapons sucked. All rare and scarce. POI is advertised as an item-heavy game. In VTMB items helped, but were not critical, especially with certain skills, like unarmed/brawling. I highly doubt you could play POI with minimal equipment even as a monk.
About the elaborate stealth mechanics: Sawyer is not making a BG clone, he is trying to make a BG clone²... Or so he thinks.
I like stealth and would enjoy a few quests that can be solved by using stealth, diversification is always good. But would I like elaborate stealth mechanics that can be used in every quest?
Nope, sorry, not in a combat based RPG. Sometimes less really is just more. Not to mention that the budget is limited, they should concentrate solely on trying to make the combat fucking awesome and save the elaborate stealth mechanics for a DLC/expansion.
SKILL SYSTEMS IN CLASS-BASED SYSTEMS SUCK, THUS, ALL P&P SYSTEMS ARE RETARDED
How is there no use for Sawyers mechanic?
Well, xp in PE is not rewarded for killing things. It's objective-based, supposedly.
Obviously, another "let's just remove it" solution.
And once again no real fix.. instead of placing trash mobs
You can take really long sentences and scramble all of the letters of each word except the first and last and you'll be able to read it very easily.
Did you miss my post there? That's a real sentence.
Bblaaesl pryleas pnmrrioefg sllaimy aeoulltsby dvrseee clbrpmaaoe tteenmrat.
People WILL kill everything. If we abstain from metagaming, where you know what certain characters will drop, then it is always more profitable to kill "just in case". You either have to make a general rule, something like "all goblins drop crap unless named character", "all spiders drop X ingredient", or reserve loot for chests and stashes only, so killing someone would not earn you any loot and thus devalue entire confrontation.So you're saying that people will probably kill everything just for loot? Wasn't one of the (major) reasons to not reward combat with xp to prevent people from killing everything? xD
FeelTheRads said:Dude, you said and keep saying that stealth in IE was bad because it was useless.. useless as in you could skip it. Not use it
Obviously, another "let's just remove it" solution.
And once again no real fix..
My consideration of something lies beyond whether or not it's made by Bethesda.Sometimes nothing is better than something.The problem is developer incompetency. If Bethesda can get the basics of a crime system in place, these so-called RPG saviour designers should be capable of doing better.
Probably, but then attempt should be made to improve the save system instead opting for an inferior design.Its true, save/load trivializes everything tho, thats why i like checkpoints and save&exit mechanics.The problem is developer incompetency.
FeelTheRads said:Dude, you said and keep saying that stealth in IE was bad because it was useless.. useless as in you could skip it. Not use it
No, you idiot, as in "worse than everything else." As in "no reason to use it." As in "provides you with no edge." As in "not useful."
Obviously, another "let's just remove it" solution.
And once again no real fix..
Are you... serious?