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Post by colfoley on Sept 13, 2020 1:31:01 GMT
So the thread involving conversations on 'barriers' inspired me to make a similar thread here. Considering I am a bit torn on my desires for what I want in Dragon Age 4 when it comes to the stealth mechanics and...well I do not know what is practical or what would be the best from a community perspective. So, maybe it would be a nice idea to get some feedback?
BioWare traditional-should be the most self explanatory of all these options considering...you have an ability, you use it, you vanish from sight.
Ubisoft traditional- Probably a bit of a misnomer but then I am fairly new to Ubisoft games. Basically you can sneak around, when you are being seen a meter will pop up...when it fills you are exposed. As a bonus games like Ghost Recon...with a squad in the field your squad is more or less invisible, the only one who has to worry about being detected is you, the player.
Ubisoft realistic-Basically you and your entire squad can all be seen at will just like you can.
I personally tend to lean towaards 'Ubisoft traditional' myself. I don't really like how Dragon Age handles stealth...the whole 'mystical formulae that can make your character vanish'...I am a bit more hesitent about the whole ubisoft realistic because well I am not sure the AI could handle it, but on the flip side you could maybe use that to your advantage by using your party as giant destraction orbs.
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Post by dawnold on Sept 13, 2020 2:21:42 GMT
I'm wondering if they can do something similar to the dark zones in Trespasser. There were some qunari assassins and elven spirits that would ambush us in the dark and the only way to reveal them is to use the mark.
So let's say in da4 we're going through an area with extinguishable light sources, one person can do what calpernia-look-alike did in the concept art and put out the lights - enemies can't fight back during this time but there'll be things to balance this out*. Then the party has a few seconds to get into position and deal free damage, roguish characters can do bonus damage and even trigger stealth finishers (maybe a "fear" or "surprised" debuff that lasts even after the lights turn back on). Enemies can counteract your ambush in several simple ways: 1) they detect you before you can turn off any lights, 2) they detect you after you turn off some of the lights in which case they'll run to the remaining lights and protect them**, or 3) they have magical allies that will break your stealth a few seconds after you initiated it. Certain combat encounters will involve the enemies trying to ambush your team but you can work quickly to counter this as well. I think enemies should take no more than ~3 seconds to detect you if they see your multiplayer party in the light but in single player there should be a little more leeway for npc members.
*enemies with elite shields can still block from the front, elite rogue characters can still dodge unless you work with your party to root them down, mage enemies will prematurely activate their barriers and teleport to braziers to relight them (can be used to advantage since you'll know where they'll be going, allowing traps to be set-up). On top of all that the player(s) have to decide, "do we use the allotted time to take out a number of weaker minions or focus all attention on the poweful one?"
**if the enemy decides to turtle-up next to the reamaining light sources, certain party members can stay in the dark areas for bonuses, similar to when Rogues received an elevation bonus. Except players can also increase dodge chance or armour rating when standing in dark/dim areas.
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Post by Polka Dot on Sept 13, 2020 2:28:37 GMT
I would just like to remind folks that most open-world games allow players to attack pretty much anyone at any time.
That hasn't been true of DA games, which have 2 well-defined modes: exploration and combat (there's also modes like cutscene, dialogue, etc.). Typically, both sides shift into combat mode when they perceive each other (or complete a dialogue in a way that initiates combat).
So I'm not quite sure how any of this would impact stealth. I mean, in ACOD your character can stealth around and attack characters who aren't even aggro'ed - in traditional BioWare, that would still be exploration mode and you can't attack in exploration mode.
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Post by Frost on Sept 13, 2020 2:43:26 GMT
Voted for Bioware traditional. For Bioware games I usually play a mage, and I prefer a style of combat that isn't heavily focused on stealth. I haven't played Ghost Recon, but in Greedfall they used a system where only the pc had to worry about being seen. It was a bit funny to see the companions standing out in the open while the pc hid.
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Post by colfoley on Sept 13, 2020 4:04:20 GMT
Voted for Bioware traditional. For Bioware games I usually play a mage, and I prefer a style of combat that isn't heavily focused on stealth. I haven't played Ghost Recon, but in Greedfall they used a system where only the pc had to worry about being seen. It was a bit funny to see the companions standing out in the open while the pc hid. Greedfall is next on the list. You do raise a good point which is a bit of an oversight on my part...but then again I'm biased. My last two DA canon characters have both been rogues and there is a good chance that will remain true for 4. Plus I really like the 'stealth optional' gameplay in today's games (stealth is something you CAN do but if you fail to do it or chose not to it does not trigger an automatic fail state)...but not each class in Dragon Age is going to be suited for that sort of thing and complicating the stealth mechanics might not be something that BioWare will (or can) devote the resources to if only 33% of people will actually enjoy the playstyle. Of course if they can still mae it work for warrior/ mage archetypes that would be good and plus if the 'secret spy' stuff from Joplin still makes it through that would seem to indicate that stealth *might be* a bigger focus in 4 then in the past.
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Post by luketrevelyan on Sept 13, 2020 4:22:19 GMT
I'm ok with the way it's been done in past DA games, though I don't use it a lot typically. What I don't like are stealth systems where you have some mechanic for being seen...basically because I suck at it and always get caught. In an RPG I think I should be able to have a character I roleplay as stealthy without me as a player needing to be good at it.
It would be neat if it could also be incorporated into dialogue options in some way where you could try to sneak past say a guard in a city and it would be a skill check (rather than relying on the player's skill). Not sure how that would work exactly but I'm always a fan of incorporating skills into dialogue options (bring persuasion back too please!).
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Post by Gileadan on Sept 13, 2020 4:56:02 GMT
I'm reasonably fine with AC:O's stealth, but ideally I'd like something that works with line of sight, ambient light level and the armour worn by the sneaky person. Basic stealth should be possibly for any character in not too clanky armour and with an okay agility score, but advanced feats like silent kills, noiseless sprint etc should be limited to the rogue class.
I would greatly prefer if there was no "poof now I'm invisible", let alone a "poof now I'm invisible AND AUTOMATICALLY BEHIND YOU WITH MY DAGGER RAISED" skill in the game.
Mages however could have invisibility and noise suppressing spells. Heavily armoured warriors might want a friendly mage in the party.
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Post by Sanunes on Sept 13, 2020 5:36:47 GMT
I really don't think I know of a way that stealth that could be implemented in a BioWare game as I see them and it working well. The companion mechanic I think would ruin stealth or just look completely odd. The one way I think it could be fixed is if as a stealth character we could go on missions alone or with other characters that could stealth such as two rogues and two wizards all skilled in some kind of stealth ability. I am not a big fan of the "30 seconds of invisibility to do something then you are normal again" approach or the you are invisible and since you are invisible the tank you are with is invisible just standing there.
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Post by Absafraginlootly on Sept 13, 2020 9:44:01 GMT
I've generally preferred the the dishonored/skyrim "stay in the shadows, enemy sightlines, and enemy detection warning" style to straight up turning invisble (although I think the DA rogues invisbility might be more a visual represenation of sneaking then them literally meant to have turned invisible lorewise, they nonetheless act invisble). But I haven't tried that yet in party-based video game, so I don't know how well it will translate yet. I do like the look of what they're doing with stealth in Baldur's gate 3. Sneaking not invisibility(unless you use the spell), enemy sightlines matter. All characters can do it, but if they don't have Proficiency with the skill and/or high dexterity they're not going to be good at it - and the rogue, who has Expertise as well as prof, is going to be the best at it and have features that take advantage of it. But they all still get to roll the dice. Casters can help out with spells. Characters can stick to the darkness to make it easier because they've made the lighting matter: It's still being made, they go into early access later this month, but my table top groups tend to use stealth a lot (helping the non stealthy members with things like invisiblilty and pass without trace) so it'll be interesting to try it in a party based video game.
The concept art with the mage snuffing out the torches reminded me of how I'd like mages to have some more utility like spells. Something like muffling sound and if not outright turning poeple invisible then perhaps drawing forth shadows to make it darker and easier to sneak would be cool and make it easier for the group to pass by unnoticed. Or being able to levitate the group up to a window you'd otherwise have to make an athletics/climbing skill check to get to and throw a rope down to the rest of the party (oh how I want skills back, and for them to relate to more then one attribute).
Aside from style of the stealth mechanics some things I'd like them to change/fix for stealth going for forward would be making the Hold command always work, and cutting 'the rest of the party teleporting to the controlled party members position when they get a distance away' thing- that really ruins sneakily scouting ahead.
My main concern is that I'll still have full control over my whole party and that I'll be able to use stealth for strategy - either to avoid combat or to gain an advantage in combat (surprise, good positioning, etc).
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Post by Polka Dot on Sept 13, 2020 15:06:13 GMT
The first question for me is: what are the uses for stealth in a DA game?
-- The rogue stealth talent is typically used to drop aggro and/or move in for a sneak attack (automatic crit) during combat. -- It may be used for recon and disarming traps before the full party enters an area (although entering some areas will trigger a cutscene that leads to combat while the other followers are still holding in the previous area) -- In DAO, stealthing prior to stealing was useful - but stealing hasn't been a thing since DAO.
There have been a few other specific cases that mimic sneaking for a specific quest, like: -- Overhearing the ship captains' conversation on the docks in DA2. That was done with special programming that had the captains notice you after they finished the conversation. -- Infiltrating Chateau Haine in MotA, which was done by avoiding the line-of-sight of guards on timed patrols - no special stealth talent involved.
Unless they change the distinct modes thing previously mentioned, you couldn't really stealth kill a toon in DA, at least not unless you're already in combat. Most planned encounters with named characters start with a dialogue cutscene. Encounters with mobs are also planned, and they aggro straight to combat mode as soon as perception appears. So... unless some of the other mechanics change and levels are designed to promote stealthing opportunities, I'm not really seeing any need for any changes to how it works in DA.
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Post by Hanako Ikezawa on Sept 13, 2020 16:47:45 GMT
I want stealth mechanics that if played well, you can pacifist run the game. Especially if the game and characters react to that.
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Post by colfoley on Sept 13, 2020 19:18:10 GMT
The first question for me is: what are the uses for stealth in a DA game?-- The rogue stealth talent is typically used to drop aggro and/or move in for a sneak attack (automatic crit) during combat. -- It may be used for recon and disarming traps before the full party enters an area (although entering some areas will trigger a cutscene that leads to combat while the other followers are still holding in the previous area) -- In DAO, stealthing prior to stealing was useful - but stealing hasn't been a thing since DAO. There have been a few other specific cases that mimic sneaking for a specific quest, like: -- Overhearing the ship captains' conversation on the docks in DA2. That was done with special programming that had the captains notice you after they finished the conversation. -- Infiltrating Chateau Haine in MotA, which was done by avoiding the line-of-sight of guards on timed patrols - no special stealth talent involved. Unless they change the distinct modes thing previously mentioned, you couldn't really stealth kill a toon in DA, at least not unless you're already in combat. Most planned encounters with named characters start with a dialogue cutscene. Encounters with mobs are also planned, and they aggro straight to combat mode as soon as perception appears. So... unless some of the other mechanics change and levels are designed to promote stealthing opportunities, I'm not really seeing any need for any changes to how it works in DA. now you might have a point on the distinct modes of gameplay and...I am no game developer... just I know other companies that either don't have those modes or the transition is seamless. I wonder what it would entail for bio to do likewise.
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Post by Polka Dot on Sept 13, 2020 20:24:30 GMT
The first question for me is: what are the uses for stealth in a DA game?-- The rogue stealth talent is typically used to drop aggro and/or move in for a sneak attack (automatic crit) during combat. -- It may be used for recon and disarming traps before the full party enters an area (although entering some areas will trigger a cutscene that leads to combat while the other followers are still holding in the previous area) -- In DAO, stealthing prior to stealing was useful - but stealing hasn't been a thing since DAO. There have been a few other specific cases that mimic sneaking for a specific quest, like: -- Overhearing the ship captains' conversation on the docks in DA2. That was done with special programming that had the captains notice you after they finished the conversation. -- Infiltrating Chateau Haine in MotA, which was done by avoiding the line-of-sight of guards on timed patrols - no special stealth talent involved. Unless they change the distinct modes thing previously mentioned, you couldn't really stealth kill a toon in DA, at least not unless you're already in combat. Most planned encounters with named characters start with a dialogue cutscene. Encounters with mobs are also planned, and they aggro straight to combat mode as soon as perception appears. So... unless some of the other mechanics change and levels are designed to promote stealthing opportunities, I'm not really seeing any need for any changes to how it works in DA. now you might have a point on the distinct modes of gameplay and...I am no game developer... just I know other companies that either don't have those modes or the transition is seamless. I wonder what it would entail for bio to do likewise. I'm no game developer, either, though I've done some modding - and I am a retired software engineer - so when I see a feature request, I tend to start thinking in terms of use cases. Even though DAI and MEA had more "open-world-ish" exploration levels incorporated in them, they were still very different from most open world games in that you can't go around killing everyone you see. That just isn't something DA or ME have ever done. There are specific designated enemies that get aggro'ed and they are the only ones you can ever kill - and you can't kill them until the game switches into combat mode - which sometimes doesn't happen until after a cutscene/dialogue. As for what it would take - that depends on the use case(s) you have in mind. Things can get pretty comical concerning characters marked essential in open world games where any character can be killed. I remember traveling across the wasteland with my PC's father in Fallout 3 - we encountered a lot of enemies, he kept getting killed and popping right back up because he was still an essential character at that point in the game. It was pretty funny.
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Post by colfoley on Sept 13, 2020 20:34:53 GMT
now you might have a point on the distinct modes of gameplay and...I am no game developer... just I know other companies that either don't have those modes or the transition is seamless. I wonder what it would entail for bio to do likewise. I'm no game developer, either, though I've done some modding - and I am a retired software engineer - so when I see a feature request, I tend to start thinking in terms of use cases. Even though DAI and MEA had more "open-world-ish" exploration levels incorporated in them, they were still very different from most open world games in that you can't go around killing everyone you see. That just isn't something DA or ME have ever done. There are specific designated enemies that get aggro'ed and they are the only ones you can ever kill - and you can't kill them until the game switches into combat mode - which sometimes doesn't happen until after a cutscene/dialogue. As for what it would take - that depends on the use case(s) you have in mind. Things can get pretty comical concerning characters marked essential in open world games where any character can be killed. I remember traveling across the wasteland with my PC's father in Fallout 3 - we encountered a lot of enemies, he kept getting killed and popping right back up because he was still an essential character at that point in the game. It was pretty funny. I suppose the *easiest* solution would be to widen what they consider part of 'combat mode'. In Odyssey you had zones which were designed for combat, forts, etc. That if you got caught it would trigger a response. You could still have the more or less bioware stuff in the 'open world' since stealth would not need to be as needed but if base infiltration is a part of 4s gameplay loop then you could have the need for broader more specific stealth. Bonus points since it would theoretically be possible to have the bioware traditional still coexisting in here with that base infiltration.
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Post by Polka Dot on Sept 13, 2020 20:59:00 GMT
I'm no game developer, either, though I've done some modding - and I am a retired software engineer - so when I see a feature request, I tend to start thinking in terms of use cases. Even though DAI and MEA had more "open-world-ish" exploration levels incorporated in them, they were still very different from most open world games in that you can't go around killing everyone you see. That just isn't something DA or ME have ever done. There are specific designated enemies that get aggro'ed and they are the only ones you can ever kill - and you can't kill them until the game switches into combat mode - which sometimes doesn't happen until after a cutscene/dialogue. As for what it would take - that depends on the use case(s) you have in mind. Things can get pretty comical concerning characters marked essential in open world games where any character can be killed. I remember traveling across the wasteland with my PC's father in Fallout 3 - we encountered a lot of enemies, he kept getting killed and popping right back up because he was still an essential character at that point in the game. It was pretty funny. I suppose the *easiest* solution would be to widen what they consider part of 'combat mode'. In Odyssey you had zones which were designed for combat, forts, etc. That if you got caught it would trigger a response. You could still have the more or less bioware stuff in the 'open world' since stealth would not need to be as needed but if base infiltration is a part of 4s gameplay loop then you could have the need for broader more specific stealth. Bonus points since it would theoretically be possible to have the bioware traditional still coexisting in here with that base infiltration. Mmkay... FWIW, if I were the engineer or business analyst gathering your feature requirements, I'd ignore your comments about "solution" (because that gets into design) and focus and delve into what you mentioned about infiltration - cuz that appears to be the crux of the intended usage.
Hanako's request for stealth to support a pacifist approach is a great example of a concise, clear use case. They stated exactly what they want to do with stealth.
Also, FWIW, here are the game modes as defined in the DAO toolset. I would guess they've built something similar to use with frostbite.
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Post by KaiserShep on Sept 14, 2020 15:17:27 GMT
I can just imagine my hulking bruiser companion just standing there sticking out of the tall grass while my PC is crouched, and none of the mooks I’m about to kill are any the wiser.
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Post by AnDromedary on Sept 17, 2020 19:53:48 GMT
With Dragon Age's more tactical gmeplay, I think stealth is fine as it is (i.e. not really that importnat).
Now, in a future Mass Effect, that's where I really want a stealth system, similar to something like Ghost Recon or Far Cry (with skills that make you better at it). I could imagine this would go very well with Andromeda-like gameplay.
But for Dragon Age games, I don't think it fits that well.
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Post by pessimistpanda on Sept 18, 2020 13:14:35 GMT
DA has never had anything close to what I consider to be actual "stealth mechanics" before. Even in DAO stealth was not what I would call a viable strategy, I don't recall any situation in DAO where stealth allows you to avoid combat, or had a significant affect on combat overall. Honestly, I don't think it should be added. I'm kind of over every single game trying to be all things to all people.
I don't really consider "stealth" to have ever been a core feature of the rogue class. The main purpose of rogues in DA has always been DPS, and stuff like being able to vanish temporarily is really just a means to move about the combat area undisturbed
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Post by Polka Dot on Sept 18, 2020 15:12:28 GMT
^And drop aggro.
While rogues are often used primarily for DPS, they also have talents that allow them to be used for crowd control.
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Post by alanc9 on Sept 18, 2020 15:44:14 GMT
DA has never had anything close to what I consider to be actual "stealth mechanics" before. Even in DAO stealth was not what I would call a viable strategy, I don't recall any situation in DAO where stealth allows you to avoid combat, or had a significant affect on combat overall. Honestly, I don't think it should be added. I'm kind of over every single game trying to be all things to all people. I can think of a few heavily-trapped areas where it's useful to have a rogue slip in and disarm the traps before entering combat. But you could always work around this by pulling the enemies to you with ranged combat, yeah.
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Post by Giant Ambush Beetle on Sept 18, 2020 19:01:52 GMT
I've played Looking Glass' Thief series at least a dozen times, Dragon Age games have barely any stealth mechanics whatsoever compared to these games.
Which is a shame, whenever the protagonist was split from the rest of the group in Dragon Age and Mass Effect I wished for the option to simply sneak and dodge threats altogether instead of rushing headfirst into every enemy to fight to the death. That's just stupid.
Also, I've always wished for more situations where the main character is split from the group and working alone, in certain situations its better not to have 3 other companions following. For example missions where you simply have to eavesdrop on important people, gather information or stealthy rescue a group members.
Heck, the gameplay should be more diverse in general.
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Post by colfoley on Sept 18, 2020 19:03:59 GMT
^And drop aggro. While rogues are often used primarily for DPS, they also have talents that allow them to be used for crowd control. that is a feature of DA. All classes have their archetypes but they can be blended. (Another reason why we should go classless)
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Post by Hanako Ikezawa on Sept 18, 2020 19:06:39 GMT
^And drop aggro. While rogues are often used primarily for DPS, they also have talents that allow them to be used for crowd control. that is a feature of DA. All classes have their archetypes but they can be blended. (Another reason why we should go classless) Cant go classless until the lore has it where all classes are equal in society.
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Buckeldemon
Now stealin' more kidz.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by Buckeldemon on Sept 18, 2020 19:29:03 GMT
Cant go classless until the lore has it where all classes are equal in society. In addition to that, magic being a yes/no thing.
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Polka Dot
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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polkadot
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by Polka Dot on Sept 18, 2020 19:56:37 GMT
^And drop aggro. While rogues are often used primarily for DPS, they also have talents that allow them to be used for crowd control. that is a feature of DA. All classes have their archetypes but they can be blended. (Another reason why we should go classless) Yeah, that's not a feature I would welcome in DA - and frankly didn't much like it in MEA. I like using class as part of character definition and role-play, and would welcome MOAR! class-specific interactions, not less. As a general comment - I know that people find mechanics in other games that they really like and want to transfer, but... I wouldn't want every game to have the same damned gameplay. I like the differences.
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