Stealth
Posted: Wed Dec 26, 2012 4:06 pm
In speaking to some folks, I understand that stealth is meant to be very challenging as it is powerful. However, I feel there are a few things broken with it that I wanted to address, and hopefully get some feedback on.
Here's my situation:
- New thief, getting Holiday skill gains, and regular training gains combined. (3x?)
- Goes out to carriers to ambush to try to get some stealth skill up.
- Sneaks into room with carrier, gets seen 80% of the time. Have to flee the room and hide again. Rinse Repeat, it can take a good 30 seconds to a minute between ambushes or more.
- Finally, I succeed in sneaking into the room without being spotted! Yay! (No skill gains)
- I attack!
- If I hit the target and there is no ! in the roll, (no skill gains).
- If I miss the target, (no skill gains)
- If I get a ! in the rolls, and yet still miss the target, still (no skill gains).
If I finally manage to hit the target, and manage a ! in the skill rolls. Woot! I got a skill gain!
Then I realize I got 19/1000's of a skill point! For probably 3-5 minutes of effort.
In testing this, it took me roughly 30 minutes to get from 51.0 to 51.09 in stealth. and that's with what I assume is a 3x modifier?
Ouch.
Doing a little math: It would take me roughly 10 hours of constant game play, grinding carriers using this method to get 1 skill point. Take away the holiday gains and 2x training and that would be 30 hours of game play for 1 skill point in stealth!
That doesn't account for time spent going to eat, get healed etc.
A few things I think might help -
- Being able to attempt a hide while engaged. Do this by making it attempt to set you to position avoid automatically instead of making you enter both commands. Add +1 RT to the hide if successful? I admittedly didn't know you could try to go position avoid at the time, but why not combine this into 1 step?
- Giving skill gains if you hide successfully in front of a target, or sneak into a room successfully with a hostile target. (not out of a room, no risk there) This target would need to be hostile, and be a challenge for you. (So no script hide/unhiding for skill gains without risk.) Have this be lower gains than a successful ambush.
- Give skill gains on ambuhses that actually hit the target, but don't end up with the ! in them.
OR instead
- Give skill gains on ambushes that end up with a !, but you still miss the target.
One or the other should be happening logically in my opinion. Either they see you coming just in time, but it's not enough to stop you, OR they don't see you coming (stealth at work) and you still manage to miss the attack with the weapon.
As it is right now, it's quite frustrating to try to level stealth up at all. I imagine this gets better as you get more stealth (I hope!) but it feels very broken and not at all worth the time or effort at this level of play.
Here's my situation:
- New thief, getting Holiday skill gains, and regular training gains combined. (3x?)
- Goes out to carriers to ambush to try to get some stealth skill up.
- Sneaks into room with carrier, gets seen 80% of the time. Have to flee the room and hide again. Rinse Repeat, it can take a good 30 seconds to a minute between ambushes or more.
- Finally, I succeed in sneaking into the room without being spotted! Yay! (No skill gains)
- I attack!
- If I hit the target and there is no ! in the roll, (no skill gains).
- If I miss the target, (no skill gains)
- If I get a ! in the rolls, and yet still miss the target, still (no skill gains).
If I finally manage to hit the target, and manage a ! in the skill rolls. Woot! I got a skill gain!
Then I realize I got 19/1000's of a skill point! For probably 3-5 minutes of effort.
In testing this, it took me roughly 30 minutes to get from 51.0 to 51.09 in stealth. and that's with what I assume is a 3x modifier?
Ouch.
Doing a little math: It would take me roughly 10 hours of constant game play, grinding carriers using this method to get 1 skill point. Take away the holiday gains and 2x training and that would be 30 hours of game play for 1 skill point in stealth!
That doesn't account for time spent going to eat, get healed etc.
A few things I think might help -
- Being able to attempt a hide while engaged. Do this by making it attempt to set you to position avoid automatically instead of making you enter both commands. Add +1 RT to the hide if successful? I admittedly didn't know you could try to go position avoid at the time, but why not combine this into 1 step?
- Giving skill gains if you hide successfully in front of a target, or sneak into a room successfully with a hostile target. (not out of a room, no risk there) This target would need to be hostile, and be a challenge for you. (So no script hide/unhiding for skill gains without risk.) Have this be lower gains than a successful ambush.
- Give skill gains on ambuhses that actually hit the target, but don't end up with the ! in them.
OR instead
- Give skill gains on ambushes that end up with a !, but you still miss the target.
One or the other should be happening logically in my opinion. Either they see you coming just in time, but it's not enough to stop you, OR they don't see you coming (stealth at work) and you still manage to miss the attack with the weapon.
As it is right now, it's quite frustrating to try to level stealth up at all. I imagine this gets better as you get more stealth (I hope!) but it feels very broken and not at all worth the time or effort at this level of play.