imweasel
Guest
lol
Tim is designing that one.
Tim is designing that one.
Don't play a lot of stealth games do you Infinitron?
MGS had tapping on the walls to draw enemies where you wanted them in 1998.
Melnorme 13m
Would you need to reroll for detection every few seconds while stealthed?
JESawyer 44s
No. It will probably be deterministic with modifiers for movement and other actions.
I have the same concern. I don't want to play a third-person Thief game.At some point you cross the line of player skill vs character skill though.
At some point you cross the line of player skill vs character skill though.
Our stealth system isn't going to be an incredibly intricate, elaborate system, but it will be more involved than pressing a button and hoping that the RNG doesn't make enemies see you. We really don't view it as the easy way out. We want it to be gameplay on its own that requires observation and adaptation -- especially if you're actually using it to move through unaware hostiles. If you want to use it for light scouting/pre-combat positioning at range, it should be commensurately less risky.
The player has larger concerns than just one character, however.At some point you cross the line of player skill vs character skill though.
I don't think what they've done with stealth has crossed that line. At some point, the player has to actually get in there and play the game. You don't just roll your character and let the game play itself.
The player has larger concerns than just one character, however.
Aren't you in the wrong thread? Nobody is arguing bout that here.It is a fallacy to think that RPG=RNG. Yo don't need dice to play RPGs.
And why is that?
Aren't you in the wrong thread? Nobody is arguing bout that here.
The player has larger concerns than just one character, however.
What does that have to do with what I said? Larger concerns? He's roleplaying one character with 5 companions. That's the point of RPGs. At the end of the day he has to give commands and they have to do those things. I mean even in combat with IE, you still controlled your party and moved them around and made tactical choices for them.
I understand the fear of these games degenerating into aRPGs, but giving the game world more reactivity and introducing new game mechanics doesn't mean character skill is out the window. You still have to invest in sneak.
It is a fallacy to think that RPG=RNG. Yo don't need dice to play RPGs.
I disagree with that last part, but my previous point was not only about player actions/skill vs character skill/dice but also how you have several characters to control, as you say. If you're going to make these kinds of mechanics require a lot of player input, then you're potentially looking at a very large amount of micromanagement.The player has larger concerns than just one character, however.
What does that have to do with what I said? Larger concerns? He's roleplaying one character with 5 companions. That's the point of RPGs. At the end of the day he has to give commands and they have to do those things. I mean even in combat with IE, you still controlled your party and moved them around and made tactical choices for them.
I understand the fear of these games degenerating into aRPGs, but giving the game world more reactivity and introducing new game mechanics doesn't mean character skill is out the window. You still have to invest in sneak.
It is a fallacy to think that RPG=RNG. Yo don't need dice to play RPGs.