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Maestro
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PostPosted: Wed Mar 29, 2017 3:33 pm |
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Joined: Fri Feb 17, 2017 9:50 pm Posts: 56
Bot Check: GAMER
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At the moment stealth grants you a certain amount of steps then you are revealed. I think moving while stealth should deplete stamina per step depending on their stealth and hiding skill. Perhaps 6 stamina per step at gm stealth and gm hiding, 24 stamina per step at 0 stealth, 0 hiding. (15 stam/step if only 1 skill at 100)
From what I understand, stamina's purposes are for when your running when weighted or are in gear not proficient to your class. This would cause a character whos more encumbered to be worse at stealth while giving benefit to players who follow there class armour proficiencies. Plus, hiding is quite a useless skill as it stands.
The main reason I think this should be implemented is that when you see a an enemy player, a person wall pots and runestones away. A mage can dispell the wall and for that reason is the only practical player killing character. By doing this players who prefer a warrior character can still be PKers without just being walled out of a fight without a chance. Could give detect hidden a passive feature at gmed skill to counter this for PVMers.
Unless there is another way warriors can get through walls, we accomplish that, also, giving purpose to stamina and hiding. 3 birds stoned at once.
_________________ Maestro
Skuz
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_Venom_
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PostPosted: Mon Apr 17, 2017 12:07 pm |
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Joined: Sat Oct 28, 2006 8:33 pm Posts: 1287
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Just an FYI, hiding now hides objects, so it has its own purpose now, higher hiding hides bigger/heavier objects. Hide some explode pots on somebody's door and leave them a nice surprise.
I agree though, stealth needs a bit of a nerf.
I thought it might be nice if lanterns (1 handed, off-hand item) would nullify stealth in a 3x3 radius around the player, being as its too well lit to hide.
Stealth necros are too OP right now.
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