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View Full Version : Stealth Ideas!


BallsOfSteel
04-29-2008, 07:59 AM
Okay, so this is a thread all about methods of stealth other than invisibility ala WoW. While I know the majority of us do indeed wish that Mythic excludes stealth, perhaps we can give them alternatives that aren't really "stealth" but achieve the same effect. So here's my idea:

Perhaps when the Witch Elf (or whatever other class) "stealths," she doesn't disappear at all. She remains 100% opaque. However, the name above her head disappears and is no longer visible. This may sound silly at first, but if you're in a battle against a massive Chaos Chosen who's wailing on your with a huge axe and the DE Sorceress behind him blasting you with spells, you're probably not going to notice the movement off to your side that doesn't have a big red glowing sign that another player is coming into melee range. This could help the "stealthing" classes avoid instant focus-fire through letting their friends keep the enemy's attention, letting the WE sneak right up to them.

Sinfjotle
04-29-2008, 08:28 AM
My suspension of disbelief would be totally shattered by a skill that essentially removes your name from the sight of other people yet everyone else still has their name.

I'm actually against names displayed above heads because it makes everything look more horribly cluttered, but without it I'm at a disadvantage. It's a silly out dated feature of little real use, especially if you're supposed to be able to tell classes and such from the outline of a character.

Archaic design that, for some reason, developers don't want to get rid of.

Aqe
04-29-2008, 08:49 AM
This is a dead horse.

Xurré
04-29-2008, 09:28 AM
Perhaps when the Witch Elf (or whatever other class) "stealths," she doesn't disappear at all. She remains 100% opaque. However, the name above her head disappears and is no longer visible. This may sound silly at first, but if you're in a battle against a massive Chaos Chosen who's wailing on your with a huge axe and the DE Sorceress behind him blasting you with spells, you're probably not going to notice the movement off to your side that doesn't have a big red glowing sign that another player is coming into melee range. This could help the "stealthing" classes avoid instant focus-fire through letting their friends keep the enemy's attention, letting the WE sneak right up to them.
If you're going to do that then you also have to remove the Witch Elf from the tab-queue. Otherwise the ability isn't going to do much at all since she'd still be targeted equally easy. And when you're doing that then mouse-clickers have a distinct benefit over keyboard players since they can simply target things that one otherwise can't.

So no, that doesn't sound like a good idea. Just removing a name doesn't accomplish anything.

What might be good though is an ability which keeps you visible, but unable to be targeted. Only people who already have a you as a target can direct-cast/attack you; otherwise you're only vulnerable to AoE spells and such. This might give the Witch some extra protection to cross the distance, though it'd likely feel like a bug to most people. And since spellcasters tend to have a lot of AoE spells (as I understand it) that wouldn't really help them where it's needed.

I truly appreciate the effort, but I don't think this really helps. More helpful is the other thread which discusses alternatives to stealth instead of ways to implement stealth.



I'm actually against names displayed above heads because it makes everything look more horribly cluttered, but without it I'm at a disadvantage. It's a silly out dated feature of little real use, especially if you're supposed to be able to tell classes and such from the outline of a character.
Aye, I agree. I'd hope that names wouldn't show unless one hovers their mouse over a character or targets the character (in which case I'd rather see it next to my target's healthbar at the top of the screen than over their head).

Now, I fully expect there to be options to turn names off. But in response to your comment that this puts you at a disadvantage; how if there's an in-between option which doesn't show the full name but shows some kind of arrow graphic instead? That'd look less cluttered at least and you'd still have the benefit of knowing where people are.


- Xurré

Alabaster
04-29-2008, 09:37 AM
Now, I fully expect there to be options to turn names off. But in response to your comment that this puts you at a disadvantage; how if there's an in-between option which doesn't show the full name but shows some kind of arrow graphic instead? That'd look less cluttered at least and you'd still have the benefit of knowing where people are.

- Xurré

Yea, even with the option, it would put you at a great disadvantage as other players will be able to see you much easier than you can see them.
My idea would be to keep the name over your party members and allies (because it doesn't really matter if they hide from you) but get rid of the enemie's name unless you got him selected or you overed your mouse over him with some kind of red aura around him just for the coolness of it.

Enemies would be harder to differentiate from your allies, but you know, this is war and learning ways to make differences between allies and enemies should be rewarded.

Kylers reign
06-26-2008, 10:54 PM
[deleted because I liked the post so I made my own]

Njor
06-30-2008, 06:20 AM
There allready is arrows. If you noticed the circle below players you'll see that there is multiple small arrows there. I'm quite sure these arrows points against allies and enemies (and then there is a bigger one that points toward quest objective or something. I really hope this will replace the name over enemies heads :/

SlagPot
07-02-2008, 11:53 AM
Mythic is testing "stealth" as a means of closing to melee range, nothing more. It's not ever going to be a permanent hide and gank method. Just a way to let WE/WH get in close before being obliterated.

On that note, I think they should find more class appropriate methods. I think Witch Elf should get a blood frenzy type of skill. Basically it allows the WE to totally ignore pain and damage for a very short duration but prevents them from taking any actions. Any action breaks the frenzy. Fits their lore and gives them the ability to close some range a bit.