My reaction when a CDPR member just pm'd me saying "You're the one posting ironic gay pics in our forums? Well done.":
exogenesis09;n9890341 said:Stealth System is the most overrated System on Stealth Games until it started. It’s removes the balance of the game sometimes and becomes repetitive. We already have a lot of Games based on Stealth and most of it nothing changes when it comes to gameplay.
I hope Stealth System will be more different towards combat and gameplay that it will not be like any Assassin Creed Type of Combat and Gameplay. It should be something on Sub-Category of Stealth and limits the players to use that it will not be like a 1 Shot 1 Kill.
Stealth is still on the fun way to use to combat. They are the best to use against certain type of Huge Damage Dealers to you. They have this probabilities for them to us to use and that’s great! Someone is Vulnerable on Stealth and Someone doesn’t. Making the game unpredictable to play is the Best Game.
That’s why Sandbox, Open World , Multiplayer PvP & PvE, RPG , Strategy, Fast-paced Games are getting popular nowadays. They do make Games unpredictable.
BeastModeIron;n9890741 said:Stealth gameplay is best suited for games that aren't inherently focused around it but offer it as a valuable and useful option in my opinion. When games allow for it, is when the mechanics truly shine and from that, the best experiences. Obviously games like Assassins creed or Hitman, you going to be slipping blades or shooting them in the back for 40 plus hours, and gets old in 2. If you get caught, you're uber screwed as stealth focused games of the past punish hard making it the only play style. Stealth games as of late, Splinter Cell, MGS5, Dishonored have tried to steer in a faced paced action stealth which, call me hard to please but Im not a fan of either.
With 2077, stealth should have various viable options when the player wants or thinks to use it naturally, with various type of stealth mechanics to use that are situational. Hacking and stealth devices, thermal optics, stealth suits, noise dampeners, as well as your position and line of sight. Not because the games level or missions area are built to accommodate stealth gameplay, aka a strangely placed ventilation shaft that just perfectly allows the player to reach the next room over where you now have access to the highly secured data vault that is extremely guarded and locked down.
There's so many ways to implement stealth features and many more ways to go about using them in game. My opinion is they should include many various mechanics in a realistic manner as well as build the world just as realistic without purposely accommodating for any one play style and let the player come up with their own creative ways to use the mechanics to the fullest.
Deus Ex of late looks more like a theme park attraction or fast food play ground area for kids then it does a stealth game. Look a tunnel, oh a slide, hey a box to climb on. Come on. I want some Escape from Butcher Bay man, or classic splinter cell but with more variation. I hope CDPR could bring something new to the stealth genre.
Snowflakez;n9892451 said:Basically this. You said it better than I could. We don't need all these conveniently placed "here's an obvious stealth mechanic" entry points or anything like that (Though I'm totally 100% fine with multiple points of entry, just for the sake of variation - just not as easy and obvious as what I mentioned), just give us fun stealth tools to use and make the enemy AI not garbage. Let the players do the rest.
BeastModeIron;n9892571 said:Exactly, build the world to be realistic and inconvenient but still plausible. Give the players the tools, gadgets and gear to figure out how to work with the situation and environment and let the player how to decided to attempt it.
Like the old Thief game...
Never tried these games, sounds like I need to pick them up!SigilFey;n9899621 said:Nice one! I was just about to post a response on exactly this track. Of all the "stealth" games I've played (or games with "stealth" options), only Thief 1 and 2 truly nailed it, in my opinion.
+ Rough, incomplete, inaccurate maps, forcing the player to observe closely and figure things out.
+ Tools focused on avoiding or escaping from combat.
+ Environment design that made actual, logical sense. No "conveniently placed air ducts" leading into the most secure areas...no "health packs" found in a random barrel in a random hallway...no "ammunition" left on park benches...no "elite royal guard" standing around outside a vacant bathroom. Everything and everyone was where you would believe them to be.
+ The requirement (at the highest difficulty levels) for players to make it in, get the job done, and make it out without any detection whatsoever. No one even knew you were there...until they noticed a door was unlocked a few hours later...
+ NPCs that reacted very realistically. Make a slight noise, and they look around, then remain relaxed but aware. Make an obvious noise, and they would search thoroughly for 2-3 minutes. Make a loud noise, and they would head straight for you, knowing exactly what was going on. Scare them or wound them, they would shout for help, alert every guard in the area, and someone would sound an alarm throughout the whole compound...switching on lights and rushing to protect important areas. And without any BS, "psychic radar" to let them know where you were. Which means all of the above could be used to the player's advantage (even though it was walking a knife's edge at times).
SigilFey;n9899621 said:Nice one! I was just about to post a response on exactly this track. Of all the "stealth" games I've played (or games with "stealth" options), only Thief 1 and 2 truly nailed it, in my opinion.
-snip-
Suhiira;n9900581 said:Never tried these games, sounds like I need to pick them up!
Suhiira;n9900581 said:Never tried these games, sounds like I need to pick them up!
Snowflakez;n9900771 said:I recommend starting with Thief 3. It is -- in my opinion -- the one that has aged the best, and feels the most natural to play for more modern gamers.
SigilFey;n9899621 said:Nice one! I was just about to post a response on exactly this track. Of all the "stealth" games I've played (or games with "stealth" options), only Thief 1 and 2 truly nailed it, in my opinion.
+ Rough, incomplete, inaccurate maps, forcing the player to observe closely and figure things out.
+ Tools focused on avoiding or escaping from combat.
+ Environment design that made actual, logical sense. No "conveniently placed air ducts" leading into the most secure areas...no "health packs" found in a random barrel in a random hallway...no "ammunition" left on park benches...no "elite royal guard" standing around outside a vacant bathroom. Everything and everyone was where you would believe them to be.
+ The requirement (at the highest difficulty levels) for players to make it in, get the job done, and make it out without any detection whatsoever. No one even knew you were there...until they noticed a door was unlocked a few hours later...
+ NPCs that reacted very realistically. Make a slight noise, and they look around, then remain relaxed but aware. Make an obvious noise, and they would search thoroughly for 2-3 minutes. Make a loud noise, and they would head straight for you, knowing exactly what was going on. Scare them or wound them, they would shout for help, alert every guard in the area, and someone would sound an alarm throughout the whole compound...switching on lights and rushing to protect important areas. And without any BS, "psychic radar" to let them know where you were. Which means all of the above could be used to the player's advantage (even though it was walking a knife's edge at times).
I think even "assassinations" or "sabotage" could be done with the above systems. The whole point of assassinating or sabotaging a target is to save innocent lives (including innocent enemies). Not wipe out every, single factory worker between yourself and the "boss" / "power generator" on the 5th floor. That's why I feel games like Assassin's Creed and Sniper Elite (while several monkeys-worth of fun), fall really flat in their primary goals.
I want that feeling of pressing my ear against a door for 4 minutes straight, memorizing the patterns of patrols on the other side. Or tucking into a dark corner and watching a guard on patrol pass 1.5 feet away from me without any idea at all. To me, that will always be the standard other games need to live up to.
Suhiira;n9913911 said:In spite of some peoples dreams to the contrary I don't foresee any sort of invisibility anytime soon.
While by 2077 that can probably make optical chips small enough, and processors cheap enough to have an affordable (by no means cheap, merely affordable if one is wealthy) man portable holo emitter that would allow slow movement (move to fast and what's behind you can't be projected quickly or accurately enough to make you "invisible"). Plus you really need to take infrared (heat) and probably radar detection into account and shield against those as well because any place really worth breaking into IS going to have multi-spectral security systems. And let's not forget motion detectors, which no sort of "invisibility" can hide you from.
The problem, as with many things, is power. Yes a battery life of even five minutes would be absolutely invaluable, but don't expect to spend an entire mission in stealth/invisibility mode.
I'm familiar with those studies. Note they only effect the visual spectrum at present and are plugged into the wall not a battery.Sardukhar;n9914341 said:
Suhiira;n9917261 said:I'm familiar with those studies. Note they only effect the visual spectrum at present and are plugged into the wall not a battery.
Sardukhar;n9918201 said:Yes . For now. Like, you know, how computers used to be room sized and not palm-sized.
I wouldn't make too many assumptions about tech. It moves fast sometimes.
BeastModeIron;n9913121 said:In a world like Night City, not everything will be high tech security and some situations might call for some old classic stealth while other situations might make great use for stealth tech.
Suhiira;n9913911 said:In spite of some peoples dreams to the contrary I don't foresee any sort of invisibility anytime soon.
SigilFey;n9918431 said:I think all of the pros and cons you highlight are good considerations, and these are the things that I think players would be expecting when they thing "stealth in Cyberpunk". This part...
...is what I would say warrants some real attention. I was also thinking along exactly these lines. Bringing back actual stealth considerations to stealth gameplay. So, fancy hologram toys and therm-optic camo aside -- let's have gameplay focused on a simple and effective lighting system. Or create systems that challenge players to "hide in plain sight". Not just putting on a custodial uniform and pretending to mop floors, but needing to look up files on a particular person, learn their patterns, be sure you're familiar with the customs of the area, etc. When you think you're ready, you don the costume and show up right out in the open. You need to engage in small talk, get through checkpoints, manage to fit in with the "daily routine". Basically, blend in and be able to walk right up to your target and shake their hand, or go right into a high security area and make small-talk with security while you steal data off of a server.
These are all parts of actual "stealth" that games have largely replaced with various ways of "backstabbing enemy mobs". I want to have a chat with the guards over a series of infiltration missions. Learn about one's excitement at being promoted recently. Chat with another about her husband and kids. Learn some details about another's rocky past. Generally, make friends with these people and get to know them. Then, the day arrives where some of them are stationed on duty outside of a critical mission area...and I have no choice...
Technically, we already have it:
https://www.youtube.com/watch?v=l7J3kJ5Ae3A
(If you don't want to listen to the whole CNN report, just skip to about 4:20.)
https://www.youtube.com/watch?v=PD83dqSfC0Y
(Freaking go, Japan.)
Neither of them works perfectly, but they are effective!