tylor wrote:
In theory, with 5/5/1/5 you have big damage bonus and chance to not being attacked for entire duration of fight. But I never tried it personally. Is it working/as good as seems?
Ouch "end of game" only feature? Well that's not good at all.
HousePet wrote:
The feedback about stealth could be much better.
You have no easy way of knowing when it is doing something or not.
Something to indicate whether an enemy is: completely oblivious to your presence, has seen something and wants to check it out, or can see you directly would be great.
Totally agree but I bet that currently it would just show how pointless are the skills related to Stealth.
Beyond Divinity had one of the rare RPG Stealth system with a great management of the feedback to player. But it was working with areas with more squares, not easy to see it working as well with many one square corridors, small rooms and so on.
There's three points about Stealth, are you seen, when you'll be seen, if you are seen will you be seen constantly until re enter in Stealth mode:
- First point is, are you seen or not requires clues otherwise it's too weird.
- Second point is being seen by an enemy means being seen by all. It makes sense because an enemy could warn others, but it's not fully ok because an archer or mage couldn't target you as well even if he knows the direction.
- Third point is is being seen means Stealth broken, with a system with a constant check every step it means pointless Stealth. If it's not broken but recheck at each turn it makes it very random and the clue that an enemy see you is pointless so it would be just random and no feedback to the player.
So here how Beyond Divinity managed it:
- The stealth mode was on/off ie if seen by one you are seen by all.
- But in stealth mode you had a visual clue of the area where you could be detected. It was computed by the enemies in the area, their sight range and accuracy, the obstacles blocking vision was used in the computing, and their look direction too (in their back they could detect only at a very close range).
- And enemies was moving plus sneaking was making you walk slowly.
This was generating a rather funny sneaky progression. I noticed some shareware games used such design to make puzzle oriented games.
But as I mentioned it can't be ported directly in a game like Tome4.