22 minutes ago, Roland said:
Good counterpoint on the trader protection. The problem is that even if you can show beyond a shadow of a doubt that stealth is being unfairly targeted by these scripted events-- it doesn't matter. The developers don't see stealth as a major playstyle like you do. They see it as a supportive skill to the Agility attribute which also has other supportive skills and they don't view this game as a Stealth game. They have put enough stealth into the game to satisfy what they want just like they put enough farming and crafting into the game to satisfy what they want. For hardcore stealth game fans, and farming fans, and crafting fans there is not near enough to these features to satisfy. Where the devs do spend their time and energy is in active confrontation against zombies in which players directly kill all the zombies they see and those zombies are aggroed and hunting the player. They view this game as a direct confrontation zombies in your face type of game as the primary gameplay experience. Everything they do seeks to bring the players and the zombies into direct confrontation and they aren't interested in adding ways to avoid those confrontations into the game.
Good luck with your fight. If you do get your point acknowledge by Madmole, I'm already quite certain of what he will say. He will say it isn't a Stealth game. Just like he tells people who want more depth and breadth added to farming that it isn't a farming game and those who want more detail and realism that it isn't a survival simulation.
The hell? Most of the agility tree is either stealth focused or builds directly on the weapon skill perks, two of which have a large reliance on stealth for what they buff on the weapons. That is before adding the Night Stalker perk book series, which is hard focused on blade and bow stealth play, into the equation. Dervish blades, Pistolero and Lolgolas shoot and dash archery builds barely touch on half of the perks there at best, and they overlap with the stealth focused/boosting perks with what they do use.
What you're basically saying is that they went and designed the bulk of the perks in an entire perk tree around a style of gameplay then decided to go, "Ummm, nah. We don't want people playing the game that way, but we'll leave the perks the way they are so we can have a laugh later.".