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Stealth needs love


ryoendymon

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There are stealth mechanics in the game, but they are....well....largely castrated.....and for a number of reasons.   

The first being, zombie AI is too smart, yes I know that sounds strange, but hear me out.  
Imagine you are on a roof, crouched, you see a mini horde walking east to west, and you are south of them, you light a pipe bomb and throw it over them to have it land and blow to the north.  They are alerted by the sound.....but they don't go toward the sound, instead they zero in on exactly where you, the player are, despite not revealing yourself.   In short, we don't have a distraction mechanic, and the game kinda needs one.

The second, being stealthy won't level you up very well, as even if you can pull off a full stealth run in a POI, there will be enemies you have to miss, and noise you have to make.  Example being, let's take a fetch and clear.  Often the satchel is behind a painting or something, so you have to noisily break it, and there are enemies in those slatted cabinets, with no way to get them but to smash it open, or let them notice you and smash themselves out.  Maybe add in some manner of removing those things as items you can pick up, instead of being forced to smash.

This is just naming 2 issues.

Additionally we could use more stealth functional items in the game, or modifications to the items that exist, some suggestions....

Make the torch not placable, and make the place button a throw mechanic for the torch.  Then add a placable sconce item to craft if you want to put said torch on the wall.  Add in flares, and  craftable glowsticks, both low light and high, that are primable and throwable. These would be items that could illuminate a dark area, but also allow the adding of a mechanic for said light sources to draw the zeds. (with the low light ones drawing from a shorter area)  Make flaming arrows and bolts thunk into walls and remain as a light sorce for a short time, again with a zombie draw mechanic to it. 

New explosive, remote charges and detonator. Make one of the mats to craft it be the timed charge itself, so we can set up a charge, and potentially draw enemies in, then blow it when the time is right, this could extend to other types of similar traps that would use the same mechanic as the stun baton and it's shocking effect, imagine leading a half dozen zeds onto a plate, hit a button, and stunshock them all, mats could include a fully charged battery.

Add in full versions of the military stealth gear, right now we only have the boots.

Bring in the ability to conceal your scent to hide your presence from the zeds, this type of play could be amazingly fun for extreme high difficulty playthroughs with long nights.

 

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On 2/17/2022 at 3:02 PM, ryoendymon said:


Bring in the ability to conceal your scent to hide your presence from the zeds, this type of play could be amazingly fun for extreme high difficulty playthroughs with long nights.
 

They removed that one, they used to be able to smell you having meat and "the runs"

Except the explosive think you making some good suggestions specially the light ones.

 

The remote explosives are one of the most annoying things in most games so if its just to distract I would go for mobile phones story wise, you connect 2 mobiles together with bluetooth making it short range distraction with the ringtone and answer the question why cant we call with it.

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I try and use stealth to the best that the  game will allow. I have used stealth in Dying Light 1 whefe you smother yourself in zombie guts yuch. In Sod it Too a concoction made with glow in the dark cow pats, plague samples.

 

So something along those lines. But, with the rpoviso that they are active for a set amount of time and it could give you a mild form of dysentry, aka runny poo

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On 2/17/2022 at 6:02 AM, ryoendymon said:

Imagine you are on a roof, crouched, you see a mini horde walking east to west, and you are south of them, you light a pipe bomb and throw it over them to have it land and blow to the north.  They are alerted by the sound.....but they don't go toward the sound, instead they zero in on exactly where you, the player are, despite not revealing yourself.   In short, we don't have a distraction mechanic, and the game kinda needs one.

 

Not an issue with the zombie AI. Grenades are treated like all of the other weapons so the sound source, regardless of the actual effect, is treated by the game as being the player. Throw stones or snowballs if you want to distract zombies, they're throwable for that reason.

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