On the Art of Stalking

Post » Fri May 11, 2012 11:56 pm

I find I have been dissapointed in the past by ones ability to stalk his prey. I have been able to use my imagination to make the thrill existant, but sadly i find in almost all games that add stealth, even if one alerts the entire area I can just slink back in the shadows and in a few minutes the npc's reset. I suppose i wish to ask if this (somewhat major) issue in the Art of Stalking will be fixed? mayhap the npc's run off and alert others, or maybe they find a corner and use its security to avoid getting snuck up upon. Possibly, if there is no one to warn/they are a more heroic individual, the npc's run to the protection of a woman (fearing you a butcher) or run to their lordling.

This proposal would be, i imagine, increadibly difficult for a sandbox game with NPC's that randomly generate (Probably needing randomly generated "Stealth attributes"). From everybit of speculation i have observed, the issue could be fixed (practicaly) through direct programming of NPC's. While i do not doubt how difficult this work could be, it would be no doubt a lasting contribution to the innovation of (my personal favorite of all) stealth gameplay. Forcing a player to silence the troublesome wrech that stumbled upon them, or maybe the player will have a gaseouse ability that "resets" the enemy (making it much more acceptable than naturally resetting). Or hell, maybe the player can watch as the enemy has a panic attack in some obscure corner :D

~your potential really devoted fan; Pal
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Ron
 
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