Hiding

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Hiding

Postby cairde » Sat Mar 15, 2014 3:29 pm

I think it would be cool to be able to hide. Like if you remain stationary for 15 minutes on non paved ground you automaticly hide if you have indian tracking. The purpose would be to be able to guard a spot while afk but nearby. Like if you see that someone has been digging in "your" clay pit and you want to know who, then you can wait in hiding.

Hiding does two things.
It makes you harder to spot, that is the server does not tell other clients that there is a player present.
It plays a sound when there is another player nearby.

Good for spying, good for ambushing.
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Re: Hiding

Postby NightBreed » Mon Mar 17, 2014 9:18 am

Hiding may be added as new movement mode, which slows char down and makes it invisible for other players. The chance of succesful hiding may be based on:

- is char moving or standing still;

- distance to nearby chars and light sourses;

- terrain type (forest gives more chances to hide);

- levels of Frontier & Wilderness and Cloak & Dagger;

- chars clothes.

To other chars should be given a chance to reveal hiding opponent by comparing total "points of hiding" to their "searching level", which may be based on some profs too.
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Re: Hiding

Postby iamah » Mon Mar 17, 2014 1:27 pm

unlimited tears potential
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Re: Hiding

Postby enemyunknown » Mon Mar 17, 2014 10:05 pm

iamah wrote:unlimited tears potential

More variable gameplay i'd say. Gives low-biles chars a chance against titans and adds new opportunities for espionage, surprise attacks and ambushes.
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Re: Hiding

Postby Dallane » Mon Mar 17, 2014 11:43 pm

enemyunknown wrote:
iamah wrote:unlimited tears potential

More variable gameplay i'd say. Gives low-biles chars a chance against titans and adds new opportunities for espionage, surprise attacks and ambushes.


Not really. Just more chances to grief people.
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TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
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Re: Hiding

Postby cairde » Tue Mar 18, 2014 1:44 am

Well, you would probably have to increase the detection risk close to gates or similar. Or perhaps impose a 5 second delay from reveal to ambush. The main purpose would be to gather intel or to guard a strategic location, not to camp players at their homes.
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Re: Hiding

Postby Dallane » Tue Mar 18, 2014 2:05 am

cairde wrote:Well, you would probably have to increase the detection risk close to gates or similar. Or perhaps impose a 5 second delay from reveal to ambush. The main purpose would be to gather intel or to guard a strategic location, not to camp players at their homes.


But thats how the skill would end up being used to camp players
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Re: Hiding

Postby NightBreed » Tue Mar 18, 2014 10:41 am

Dallane wrote:Just more chances to grief people.

You make it sound like something bad.

Seriously, risk of detection may just be extremly high when someone comes close or terrain is not suitable for hiding, so no one will be able to appear from nowhere right behind you of hide in the open field.

Yes, this system is not brilliant, but i can only dream about "fields of view" and "viewing distances" for every char - like in good ol' Jagged Alliance 1, so people may use natural covers of come from behind to backstab.

Damn, i want it badly.
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Re: Hiding

Postby Whiskybob » Tue Mar 18, 2014 11:20 am

Any hiding i can agree on is lowering the visibility on minimap. Thats it. Thats the only form of any hiding possible in this game still it should be v. ***** hard to get and only with proper artifacts.
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Re: Hiding

Postby Dallane » Tue Mar 18, 2014 2:15 pm

I dont even think its possible to hide from the minimap
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