_Chaser Posted May 20, 2013 Author Share Posted May 20, 2013 (edited) Mate im 27 ive played games since the atari, stealth does what it says on the tin. Yes being invisible can be defined as not being stealth but the concept is all the same (the enemy cant see you). I stand by my words this is a cover coop game. Im not saying any of these ideas are not good and my refrence to nwo was just the most recent game that ive played that uses stealth. ps; I own all of them games =/ and know exatly what stealth is, stay hidden, avoid making noise and using disguises etc etc. Edit: dont own tenchu but played it many years ago. noone force you to play stealthy, and you should not force people to play "cover coop". five years difference is not that essencial, tho i apologise for assuming that you are some young brat who got an idea of stealth from mmorpg. space ninjas are meant to be ninjas. and get some emulator and run tenchu 2 or tenchu Z..? even tho Z is kind of worst of series, controlls are enjoyable + game full of quite fast and agile mechanics that fit wf. Edited May 20, 2013 by n7snk Link to comment Share on other sites More sharing options...
de0509 Posted May 20, 2013 Share Posted May 20, 2013 how about shade cloaks warframes who are standing right beside walls. That would be more realistic than crouching in a wide field and somehow be invisible Link to comment Share on other sites More sharing options...
The7thGuardian Posted May 21, 2013 Share Posted May 21, 2013 STEALTH FEEDBACK & SUGGESTIONS THREAD UPDATE 19-05-2013 major clean up of implemented features and rework on reward system idea. ---------------------------------------------------------------- STEALTH REWARD SYSTEM (end mission bonus) if person completed whole mission undetected he recieve good xp + credits bonus wih penalties based on: 1) amount of enemies killed. 2) amount of alarms triggered. if person triggered more then 2 alarms he would not recieve end mission bonus. 3) if alarm(s) was/were longer then some ammount of time player don't recieve end mission stealth bonus at all. this way player would not be able to get bonus turning off alarm in the end of mission. all three together should prevent farming stealth bonus. ---------------------------------------------------------------- misc breakdowns / bugs 1) we need to be able to hack terminals to turn alert off. 2) decrease the amount of spawning enemies while undetected 3) doors should open from further distance 3) ash skills should not cause alarm 4) make banshee sonar to show all enemies in ONE section PER USE. 5) Loki and Ash invisibility should cloak the Sentinel too 6) shade being detected while crouching. make enemies ignore shade while owner is crouching. 7) alarm is triggered instantly if location is damaged ship 8) alarm may get triggered even if there is no visual contact with tenno 9) can't perform stealth kills on bosses like captain Vor, even if you reach him completely undetected. http://youtu.be/UjnVry0EqqY?t=10m55s 10) can't perform stealth kills on shield lancers 11) when client perform stealth kill he get spoted (range increased) MP STEALTH IS BROKEN BECAUSE OF IT. occurs quite often. 12) when guard see something suspicious he run straight to console or cover instead of investigating. 13) there is no stealth kills stat on end mission screen 14) Stealth kills could have a counter in your profile. 15) If you engage in a fight, the enemies on the next room will go to a cover and wait until you enter the room. These enemies become semi-alerted but don't go back to safe state and getting stuck next to wall ---------------------------------------------------------------- misc suggestions 1) flashlight - being able to turn off warframe's flashlight to decrease chance of spoting 2) silent sidearms - crossbow / dual crossbows / throwable knives that don't impale enemies to walls, with curve trajectory 3) level restart option in solo.- just one more button in menu to restart level 4) being able to hang on edges http://youtu.be/cUDGMUJkJeY?t=3m47s --------------------------------------------------------------------------------------------- best of stealth videos: n7snk newgame stealth playlist xRoguex 200% stealth 100% stealth I don't agree with number 12, which is '12) when guard see something suspicious he run straight to console or cover instead of investigating.' Why don't you want to let the enemies investigate, that will give the suspense to the game if you are going to get caught or not, but just making them go to the console, that's not quite fair, that will just ruin the whole mission if you are doing a stealth mission. Link to comment Share on other sites More sharing options...
SFkenny Posted May 21, 2013 Share Posted May 21, 2013 That part is under "misc. breakdowns/bugs." It is not a suggestion. Link to comment Share on other sites More sharing options...
MetroidHunter26 Posted May 21, 2013 Share Posted May 21, 2013 I don't know if anyone has said this but I actually would love if Light was a big part of how to stealth in this game. Much like Splinter Cell how they did that. Seeing as when you do Sabatoge missions and destroy the reactor you cut the power off everything. Also Some abilities like Volt's Ultimate actually destroy lights! I would love to see that implimented to make Stealth much more of an obtainable option rather than luck in most cases seeing as most rooms are really big and don't provide much cover. Link to comment Share on other sites More sharing options...
_Chaser Posted May 21, 2013 Author Share Posted May 21, 2013 I don't agree with number 12, which is '12) when guard see something suspicious he run straight to console or cover instead of investigating.' Why don't you want to let the enemies investigate, that will give the suspense to the game if you are going to get caught or not, but just making them go to the console, that's not quite fair, that will just ruin the whole mission if you are doing a stealth mission. we indeed want to enemies to investigate first instead of running straight to console. this is on bugs/breakdowns list Link to comment Share on other sites More sharing options...
Zext Posted May 21, 2013 Share Posted May 21, 2013 I was thinking of there being a Vault - only accessible if the alarm isn't active and after hacking a couple of difficult terminals. The vaults would contain things like resources, materials, and possibly even mods. It'd be a medium room with many special containers. The vaults would be randomly placed, with Lotus giving you a message as well as placing a secondary objective once you are close enough to the room. This would possibly give a more tangible reward for stealth play outside of just bonus exp. Especially since you won't be killing as much enemies and getting as much loot as just straight up killing otherwise. Link to comment Share on other sites More sharing options...
_Chaser Posted May 21, 2013 Author Share Posted May 21, 2013 I was thinking of there being a Vault - only accessible if the alarm isn't active and after hacking a couple of difficult terminals. The vaults would contain things like resources, materials, and possibly even mods. It'd be a medium room with many special containers. The vaults would be randomly placed, with Lotus giving you a message as well as placing a secondary objective once you are close enough to the room. This would possibly give a more tangible reward for stealth play outside of just bonus exp. Especially since you won't be killing as much enemies and getting as much loot as just straight up killing otherwise. it would nto work out well. you can get reward from there and just go run & gun. only end-mission rewards exclude farming Link to comment Share on other sites More sharing options...
_Chaser Posted May 21, 2013 Author Share Posted May 21, 2013 need confirmation on mod awards on the end of the mission. still not sure. Link to comment Share on other sites More sharing options...
Probta16 Posted May 21, 2013 Share Posted May 21, 2013 I think the 10) was meant to be this way. Stealth is not kill everyone and i believe it bring a interesting factor to the stealth run. Link to comment Share on other sites More sharing options...
_Chaser Posted May 21, 2013 Author Share Posted May 21, 2013 well, being able to kill isn't mean that you had to. sometimes you had to kill some of enemies to proceed Link to comment Share on other sites More sharing options...
Probta16 Posted May 21, 2013 Share Posted May 21, 2013 You can still do a charge attack or skill on him. Link to comment Share on other sites More sharing options...
_Chaser Posted May 21, 2013 Author Share Posted May 21, 2013 (edited) true that, so what about end mission mod reward? does it really exist or not? i'm confused atm i got one mod on mission end and i don't recall picking up any Edited May 21, 2013 by n7snk Link to comment Share on other sites More sharing options...
Probta16 Posted May 21, 2013 Share Posted May 21, 2013 (edited) Never heard about it ' -' The only mod that i could think to help in stealth is Enemy Sense and Thief's Wit. If don't know the Shade mod Ghost, it could be confused with something of stealth. Edited May 21, 2013 by Probta16 Link to comment Share on other sites More sharing options...
_Chaser Posted May 21, 2013 Author Share Posted May 21, 2013 nah i mean i got mod after completing mission and i don't recall that i actually picked it up. may be it was a reward?.. Link to comment Share on other sites More sharing options...
Probta16 Posted May 21, 2013 Share Posted May 21, 2013 This is normal. Capture, Spy, Raid and maybe Extermination give mod reward and Banshee part BP. Link to comment Share on other sites More sharing options...
_Chaser Posted May 21, 2013 Author Share Posted May 21, 2013 thanks! seems like we still need proper reward system Link to comment Share on other sites More sharing options...
Probta16 Posted May 21, 2013 Share Posted May 21, 2013 For sure. Link to comment Share on other sites More sharing options...
BoompigXD Posted May 21, 2013 Share Posted May 21, 2013 STEALTH FEEDBACK & SUGGESTIONS THREAD UPDATE 19-05-2013 major clean up of implemented features and rework on reward system idea. ---------------------------------------------------------------- STEALTH REWARD SYSTEM (end mission bonus) if person completed whole mission undetected he recieve good xp + credits bonus wih penalties based on: 1) amount of enemies killed. 2) amount of alarms triggered. if person triggered more then 2 alarms he would not recieve end mission bonus. 3) if alarm(s) was/were longer then some ammount of time player don't recieve end mission stealth bonus at all. this way player would not be able to get bonus turning off alarm in the end of mission. all three together should prevent farming stealth bonus. ---------------------------------------------------------------- Just hoping that this game dosen't become MGS ( don't get me wrong i love the series as much as RabbidLuigi) i really hope that the stealth bonus dosen't tie in with the real end level reward Link to comment Share on other sites More sharing options...
Probta16 Posted May 21, 2013 Share Posted May 21, 2013 Just hoping that this game dosen't become MGS ( don't get me wrong i love the series as much as RabbidLuigi) i really hope that the stealth bonus dosen't tie in with the real end level reward We are aware of it and don't want. Link to comment Share on other sites More sharing options...
quantumcaber Posted May 22, 2013 Share Posted May 22, 2013 There are other things wrong with WARFRAME that make stealth missions too difficult. 1) Spawn camping. Sometimes an enemy will spawn camp. There are too many enemies in the spawn room. I think it should be an empty room. Sometimes second you jump out of the air duct they see you and set off the alarm. 2)Unrealistic spawning. It is really annoying when you have just cleared a room of enemies and when you move on to the next room you get detected by a respawned enemy in the room you just cleared. There should be a mechanic that declares a room "dead" when you kill all enemies in it and ends the spawning,. Link to comment Share on other sites More sharing options...
Probta16 Posted May 22, 2013 Share Posted May 22, 2013 There are other things wrong with WARFRAME that make stealth missions too difficult. 1) Spawn camping. Sometimes an enemy will spawn camp. There are too many enemies in the spawn room. I think it should be an empty room. Sometimes second you jump out of the air duct they see you and set off the alarm. 2)Unrealistic spawning. It is really annoying when you have just cleared a room of enemies and when you move on to the next room you get detected by a respawned enemy in the room you just cleared. There should be a mechanic that declares a room "dead" when you kill all enemies in it and ends the spawning,. The spawn are kinda broke. I never had a instant spot after enter a mission since from update 7. Unless there is fire on the mission so the enemies are already alert of your presence. The spawn in cleared rooms are interesting. It push you forward don't letting you have a safe place for wait the enemies come and kill. Link to comment Share on other sites More sharing options...
ra9una Posted May 22, 2013 Share Posted May 22, 2013 how about implementing the option to cut the power in certain mission and adding an inferred vision mod? Kinda out there but could be cool. Link to comment Share on other sites More sharing options...
Probta16 Posted May 22, 2013 Share Posted May 22, 2013 (edited) how about implementing the option to cut the power in certain mission and adding an inferred vision mod? Kinda out there but could be cool. Would be cool but how exactly it would work? Like you would use it to create a distraction or make some enemies change their patrol route to check out. Edit: That explosive barrel could fill this role. The enemies find normal if some barrel explode. Just need a simple change on it and could be useful in our stealth runs. Edited May 22, 2013 by Probta16 Link to comment Share on other sites More sharing options...
BoompigXD Posted May 22, 2013 Share Posted May 22, 2013 I don't agree with more bonus XP for a stealth approach, it suggests that stealth is the "correct" way to play. I do agree with making stealth more viable though, but don't make it so stealth is the hands down statistically best approach. I especially agree with point #6, it would be a great motivator for stealth, but in that case there should be an XP bonus to balance out what you'd lose for not fighting waves of enemies. I definatly agree i prefer runnin'n'gunnin sometimes and stealth some others depends on your preferance. I think that there should be a balancer. EXAMPLE: If i killed enough enemies with headshots i get bonus exp, if i kill enough enemies with melee i get bonus exp, if i killed enough enemies with stealth kills (Paris kills should count) i get a bonus. This would also apply to sliding,wall running, etc Link to comment Share on other sites More sharing options...
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