Armageddon General Discussion Board

General => General Discussion => Topic started by: Halaster on May 10, 2006, 09:33:07 AM

Title: Stealth / Shadow changes - Discuss
Post by: Halaster on May 10, 2006, 09:33:07 AM
See this thread:

http://www.zalanthas.org/phpBB2/viewtopic.php?t=18885

I know you're going to bring it up, so do it here!
Title: Right
Post by: Desertman on May 10, 2006, 09:36:13 AM
I like it...as it stood Shadow was the end all be all for stealthy types...you shadow once and you have the key to the city pretty much. This is a great implementation. (It will also keep desert elves from shadowing you into cities from the desert, which I never quiet understood)
Title: Stealth / Shadow changes - Discuss
Post by: Vessol on May 10, 2006, 09:47:34 AM
Seeing as I am not playing a stealth-oriented PC anymore, this won't bother me much. I never really liked 'shadow' anyhow, seemed a little overpowered, but I also really never understood it. Did or do you need to hide before shadowing? Whenever I did try to 'shadow' another PC for example they would always notice me, though it told me no message I failed. Anyways, I think the Imm's have a pretty good feeling for the game and what people want, otherwise it would have not gone this far.
Title: Stealth / Shadow changes - Discuss
Post by: Tamarin on May 10, 2006, 09:54:04 AM
Neat...but to ensure that this makes any sense, could someone have a look at ranger sneak in the city, and city sneak in wilderness?  I always found that rangers seemed to auto-fail this (and vice versa), whereas they should really just have a penalty.  Maybe I'm wrong, but I'd like to know.
Title: Stealth / Shadow changes - Discuss
Post by: Morgenes on May 10, 2006, 10:07:13 AM
Quote from: "Tamarin"Neat...but to ensure that this makes any sense, could someone have a look at ranger sneak in the city, and city sneak in wilderness?  I always found that rangers seemed to auto-fail this (and vice versa), whereas they should really just have a penalty.  Maybe I'm wrong, but I'd like to know.

The helpfiles on hide & sneak have been updated today, read them over and you might find the answer to your question.
Title: Stealth / Shadow changes - Discuss
Post by: mansa on May 10, 2006, 11:23:08 AM
Quote from: "Morgenes"It is now possible to remain hidden and still move, based on your stealth abilities. However, as a trade-off, shadowing someone is no longer automatic but instead goes through the same kinds of checks.

I honestly don't understand this.  I always thought it was:

>sneak
You are now sneaking
>hide
You look for a spot to hide.
You now try to hide.
>n
>hide
You look for a spot to hide.
You now try to hide.
>e
>hide
You look for a spot to hide.
You now try to hide.



Does that mean, that I don't have to keep typing 'hide' in every room?
Title: Stealth / Shadow changes - Discuss
Post by: Morgenes on May 10, 2006, 11:26:27 AM
That is what that means.
Title: Stealth / Shadow changes - Discuss
Post by: mansa on May 10, 2006, 11:26:45 AM
Awesome!
Title: Stealth / Shadow changes - Discuss
Post by: naatok on May 10, 2006, 11:50:50 AM
You guys ROCK!
 
The realism of code for Arm just keeps getting better and better!
Thank you for being just as naughty and evil as I am.....if not more so!

:twisted:
Title: Stealth / Shadow changes - Discuss
Post by: Xygax on May 10, 2006, 01:10:10 PM
For those that found it annoying, this may also help with the "auto-flee" creatures in the wilderness, since you may be able to remain hidden after sneaking up on them.  Give it a try.

-- X
Title: Stealth / Shadow changes - Discuss
Post by: Morgenes on May 10, 2006, 01:16:38 PM
And not to give too much away, but this may also help with the criminal code as well.
Title: Stealth / Shadow changes - Discuss
Post by: Bogre on May 10, 2006, 01:43:37 PM
I think these are two amazing changes that make the game both more realistic and more playable.

I give mad props.
Title: Stealth / Shadow changes - Discuss
Post by: ale six on May 10, 2006, 01:45:11 PM
This is unbelievably sexy and makes me want to play another shady type.
Title: Stealth / Shadow changes - Discuss
Post by: Delirium on May 10, 2006, 01:47:00 PM
This is unbelievably sexy and it makes me miss my ranger.
Title: Stealth / Shadow changes - Discuss
Post by: jmordetsky on May 10, 2006, 02:15:08 PM
Quote from: "Morgenes"And not to give too much away, but this may also help with the criminal code as well.

:is giddy.

DAMN I wish I had more time to play!

Props!
Title: Stealth / Shadow changes - Discuss
Post by: Hot_Dancer on May 10, 2006, 02:26:41 PM
Mixed feelings.

It'll temporarily invalidate some desert elf tactics of massive shadowing parties..(until they get their skills up) which may or may not be a bad thing. It will also lead to many shady types in cities moving with stealth more than walking due to a lack of a stamina drain and the ability to stay completely unseen in the process.

Makes a class without scan seem a little more ignorant in regards to their surroundings.

Mostly seems to benefit the solo ninja..but coordinating groups of ninjas should be hard as well.

Hot Dancer
Title: Stealth / Shadow changes - Discuss
Post by: mansa on May 10, 2006, 02:31:06 PM
Quote from: "Hot_Dancer"...
Makes a class without scan seem a little more ignorant in regards to their surroundings....

I fully believe that all rogue classes should have scan in their skill trees, somewhere in there.
Title: Stealth / Shadow changes - Discuss
Post by: Hot_Dancer on May 10, 2006, 02:35:42 PM
I'd like to see every class have scan at some portion of ability in their skill trees.

It makes less and less sense to be so totally inadequate vs invisible and hidden creatures.

Hot Dancer
Title: Stealth / Shadow changes - Discuss
Post by: jhunter on May 10, 2006, 02:44:25 PM
Quote from: "Hot_Dancer"I'd like to see every class have scan at some portion of ability in their skill trees.

It makes less and less sense to be so totally inadequate vs invisible and hidden creatures.

Hot Dancer

I'd like to see this as well. In addition to such a change though, I'd like to see the difficulty to spot invisible things raised a bit making it so that it's beyond the capabilities of certain guilds because of their cap on scan.
Title: Stealth / Shadow changes - Discuss
Post by: SpyGuy on May 10, 2006, 02:48:17 PM
Awesome, especially for how this will impact the criminal code.
Title: Stealth / Shadow changes - Discuss
Post by: Forty Winks on May 10, 2006, 03:16:19 PM
The watch command might already handle some of what scanning would...at least that's my guess.

As of the sneak/hide, can't find too many flaws with it even if I tried...  :wink:
Title: Stealth / Shadow changes - Discuss
Post by: slipshod on May 10, 2006, 03:23:42 PM
Does this also apply to movements while hidden that aren't movements between rooms?  Like 'draw knife' or 'etwo sword'?

maybe I don't understand hide well enough, but it always seemed to me if someone was hidden well enough and skilled enough they could take some actions without automatically revealing themselves.
Title: Stealth / Shadow changes - Discuss
Post by: Morgenes on May 10, 2006, 03:26:42 PM
Quote from: "slipshod"Does this also apply to movements while hidden that aren't movements between rooms?  Like 'draw knife' or 'etwo sword'?

No, this is solely to do with moving from room to room.  The existing hide help file covers the difference.

Quote from: "slipshod"maybe I don't understand hide well enough, but it always seemed to me if someone was hidden well enough and skilled enough they could take some actions without automatically revealing themselves.

This might be something we consider in the future, but for now it remains as it was, most actions break hide.
Title: Stealth / Shadow changes - Discuss
Post by: Intrepid on May 10, 2006, 03:31:51 PM
Everyone having Scan isn't too bad of an idea, but...I really hope that it's altered a little.

:arrow:  Scan picking up invisible folk should equate to the same chances as Listen picking up
a stray whisper, imo; while not impossible, it should not be easy either.

:arrow:  If everyone has Scan, it should be automatic unless you're watching someone,
fighting or sleeping.  It should also be able to function in tandem with the Watch <direction>
option.

:arrow:  High levels of Scan should point out something potentially odd about a room
so that a Search could be performed (assuming the pc has such a skill).
Title: Stealth / Shadow changes - Discuss
Post by: slipshod on May 10, 2006, 03:34:12 PM
I'd also like to see an active scan status reflected in the 'stat' return.

If I'm not mistaken, there's no way to know if you have scan on or off, not like listen where you can check the status.  If you have scan on, your status still says "you aren't watching anything in particular" - the same as no scan.
Title: Stealth / Shadow changes - Discuss
Post by: mansa on May 10, 2006, 03:34:30 PM
Quote from: "slipshod"Does this also apply to movements while hidden that aren't movements between rooms?  Like 'draw knife' or 'etwo sword'?

maybe I don't understand hide well enough, but it always seemed to me if someone was hidden well enough and skilled enough they could take some actions without automatically revealing themselves.

You can do hidden movements.

Hidden movements are not 'weild' or 'etwo'.

Mystery Mystery!
Title: Stealth / Shadow changes - Discuss
Post by: Ritley on May 10, 2006, 03:39:34 PM
Your uber staff. You really, really, don't know how much I love you all!

:twisted:
*kiss* *kiss* *kiss*
Title: Stealth / Shadow changes - Discuss
Post by: Intrepid on May 10, 2006, 03:52:12 PM
Quote from: "mansa"You can do hidden movements.

Hidden movements are not 'weild' or 'etwo'.

Mystery Mystery!

That could be a nice expanded function of sleight of hand, ie, having the draw or
wield actions check against sleight of hand to see if you did it without exhibiting
an emote.
Title: Stealth / Shadow changes - Discuss
Post by: Morgenes on May 10, 2006, 03:53:51 PM
So after some digging after being reminded, there are certain ways that weapons can be drawn quietly.  However not all weapons can be, and you need a specific type of sheath as well as skill to pull it off.

Note that it will still break hide.  I'm still thinking on that part of it.
Title: Stealth / Shadow changes - Discuss
Post by: Morgenes on May 10, 2006, 04:05:19 PM
And to continue on my post rampage, those special cases where you can silently draw something will not break hide.
Title: Stealth / Shadow changes - Discuss
Post by: Anonymous on May 10, 2006, 04:17:04 PM
This is one of the coolest changes I've seen since I've been playing, much appreciated.  Possibly being able to sneak up on wimpy animals is oh-so-sexy.

RE: Comments that everyone should have scan I shudder to think of warriors and certain magic classes with scan.  When playing certain magic classes sneaky types are a necessary vulnerability if you ask me.
Title: Stealth / Shadow changes - Discuss
Post by: Tamarin on May 10, 2006, 04:26:44 PM
Just a note though...It wasn't this change that made sneaking up on auto-flee critters possible.  Morg (or possibly someone else) made that change to scan about a month or so ago, possibly a bit more.  Might have been Halaster.  I can't remember.
Title: Stealth / Shadow changes - Discuss
Post by: SpyGuy on May 10, 2006, 04:35:12 PM
Quote from: "CRW"This is one of the coolest changes I've seen since I've been playing, much appreciated.  Possibly being able to sneak up on wimpy animals is oh-so-sexy.

As Tamarin said, it was Halaster I think that fixed sneaking up on wimpy animals.  What I love about this idea is it means that sneaking up on aggro mobs might actually work now  :wink:

One question to staff:  Does this fix negate Halaster's fix, or was that just the fix of a different sort of bug?
Title: Stealth / Shadow changes - Discuss
Post by: Delirium on May 10, 2006, 04:37:28 PM
Quote from: "SpyGuy"fix of a different sort of bug

That's what it was, I'm 99% certain.
Title: Stealth / Shadow changes - Discuss
Post by: Morgenes on May 10, 2006, 04:43:45 PM
Without going into too many details, the auto-flee npcs were set up to flee when they saw someone enter.  Which is governed purely by sneak.  What this changes is allowing you to enter a room unnoticed and remain hidden, so that other pcs or npcs that look in the room before you can hide again won't notice you.
Title: Stealth / Shadow changes - Discuss
Post by: Hot_Dancer on May 10, 2006, 07:19:47 PM
I'm pretty sure most 'sneaky' types have stealth skills that cap out considerably past the caps of most 'scan' level caps available to most classes currently in game.

As for the invisibility thing, it's already quite difficult for the level of the spell.

Hot Dancer
Title: Stealth / Shadow changes - Discuss
Post by: A desert Elf on May 10, 2006, 07:26:29 PM
I'm actually kind of scared to do anything anymore. I bash, kick, disarm and they put in a penalty, I switch to archery and they put in a penalty, I switch to shadowing and they give me a penalty, but I can hide and sneak better, awesome.
Title: Stealth / Shadow changes - Discuss
Post by: cyberpatrol_735 on May 10, 2006, 07:38:24 PM
Quote from: "Morgenes"And to continue on my post rampage, those special cases where you can silently draw something will not break hide.

Awesome, I've been wondering about this, I can pull this off :)

Thanks!
Title: Stealth / Shadow changes - Discuss
Post by: John on May 10, 2006, 08:34:48 PM
Quote from: "Xygax"For those that found it annoying, this may also help with the "auto-flee" creatures in the wilderness, since you may be able to remain hidden after sneaking up on them.  Give it a try.
I also echo my fellow players' "You guys rock."

I think this shows once and for all that the staff aren't looking to "nerf" or
"buff" classes, but to instead make them more realistic.

As for the "everyone gets scan" idea. No. If someone is skilled enough to get past the average joe by being hidden, then that person should be rewarded by doing so. Don't make everyone skilled in being able to spot hidden people. Also, the "thief bible" does say to understand where you're character is hiding, and if someone emotes looking there, to consider unhiding yourself. Trust the sneaky types.
Title: Stealth / Shadow changes - Discuss
Post by: Bebop on May 10, 2006, 09:02:41 PM
I have a question just about the mechanics of it.  Shadow before was basically like you typed hide once and it kind of rolled it every room if you stayed hidden right?  I'm failing to see what the different is for the shadow command.  Do you know have to type hide every room while you shadow??

As far as sneaking and hiding, you now only have to type hide once?  And it will stay on?
Title: Stealth / Shadow changes - Discuss
Post by: mansa on May 10, 2006, 09:28:19 PM
Quote from: "Bebop"I have a question just about the mechanics of it.  Shadow before was basically like you typed hide once and it kind of rolled it every room if you stayed hidden right?  I'm failing to see what the different is for the shadow command.  Do you know have to type hide every room while you shadow??

Shadow was...

You type hide.

You hide successfully.

You type 'shadow soandso'

You start following them and they don't notice.

You will follow them forever and you will never become 'unhidden' unless you type something that will make you break your hidden status.

You don't have to type hide again and again.

Quote from: "Bebop"As far as sneaking and hiding, you now only have to type hide once?  And it will stay on?

Basically, yes.  There are other factors into this that affect it, like population of the room, lighting of the room, size of the room, people watching in the room, etc.
Title: Stealth / Shadow changes - Discuss
Post by: Hot_Dancer on May 10, 2006, 09:37:48 PM
It's not as much that everyone should be skilled at spotting hidden people, it's that it's currently all or nothing.

PC's shouldn't be so totally invisible to detection because they class-scouted someone and figured out they don't have the appropriate scan.

Hot Dancer
Title: Stealth / Shadow changes - Discuss
Post by: Intrepid on May 10, 2006, 09:51:37 PM
Quote from: "Hot_Dancer"I'm pretty sure most 'sneaky' types have stealth skills that cap out considerably past the caps of most 'scan' level caps available to most classes currently in game.

As for the invisibility thing, it's already quite difficult for the level of the spell.

Hot Dancer

I must have been running into some really powerful pcs and npcs or running into
some seriously bad luck, because it just seemed like I was unable to linger anyplace
in the wilderness without being chased.  Mind you, I'm not suggesting you're wrong,
as I could have run into some veteran pcs.  By the same token, it is possible that
the scan skill on npcs is set too high as well.
Title: Stealth / Shadow changes - Discuss
Post by: FightClub on May 10, 2006, 09:59:22 PM
Awesome --

On scan, yeah I believe that it should be avail to more people.  It's another one of those things that makes rangers the only ones able to handle every situation, when hunters, or guards, might possibly be good at this as well.

My suggestion.  A solid scan prohibits this -- phasing that goes on during arounds or checks.  A scan that's significantly higher than the hidden person, will reveal their sdesc.  And perhaps have a special character so you know what they're doing.

While lower end classes with scan would have a higher failure rate, and possibly would never actually be able to see the person's sdesc of whome they scan.  They would instead see it how it currently is.  shadows and blurs.

The only problem is -- this would annihilate rogue classes, so it should be capped that those whome are skilled in the arts of ninjitsu would never be detected by these guards/hunters -- or everyone that isn't a ranger.

It would help a lot -- with the twink ninja rogues "i've" seen and help a bit out there, and maybe give people a chance against them damn magickers, not a big one -- just a wee little slim one, or atleast they'd now have the gratification of seeing -something- instead of someone, before they died.
Title: Stealth / Shadow changes - Discuss
Post by: Halaster on May 10, 2006, 10:01:02 PM
I can safely say that wer are -not- going to give everyone scan, heh.
Title: Stealth / Shadow changes - Discuss
Post by: Hot_Dancer on May 10, 2006, 10:27:07 PM
Halaster just knows he can't make magickers powerful enough to sustain themselves or annihilate the playerbase if the rest of us could actually 'see' and take 'action' against them.

Whimps.

Hot Dancer
Title: Stealth / Shadow changes - Discuss
Post by: Bebop on May 10, 2006, 10:45:29 PM
Awesome change then.

And I agree that scan is fine the way it is.

Edit - I also like the kank thing where you can get them up without riding them.  It's just a little thing like that, that makes the game feel a tad bit realer.
Title: Stealth / Shadow changes - Discuss
Post by: mansa on May 10, 2006, 11:58:08 PM
I sorta started the thread about giving scan out to other classes.

I just want those rogues to be able to spot their buddies who are also hidden with them.
Title: Stealth / Shadow changes - Discuss
Post by: Ghost on May 11, 2006, 04:35:01 AM
Okay, I am not sure if I got it right.

Now, movement does not break hide?  Is that it?  Or successful sneak does not break hide?  So if we are sneaking and hiding, we can hide once and then  sneak away from the angry mob to the safety without needing to type hide every now and then?

If that is it, The crime code finally allows us something to do!  AWESOME!  AWESOME I SAY!

I can even tolerate fake sex ads today.

Just for today, Ves and Laura, just today.

P.S:  Oh, another question:  Is it like, once we type hide and move to the next room, does it check for skill hide and decide we are hidden or not?  Or does it check only in the first hide and after that, if we are successful in sneak it will always be the first hide?
Title: Stealth / Shadow changes - Discuss
Post by: Halaster on May 11, 2006, 09:01:52 AM
Quote from: "Hot_Dancer"Halaster just knows he can't make magickers powerful enough to sustain themselves or annihilate the playerbase if the rest of us could actually 'see' and take 'action' against them.

Whimps.

Hot Dancer

*in a Gollum voice*  Oh yes I can!
Title: Stealth / Shadow changes - Discuss
Post by: Halaster on May 11, 2006, 09:02:48 AM
If you want to attempt to move away from your spot and remain hidden, use your stealth skills.  Regular walking (or running, flying, skipping, dancing, prancing, nancing) will not be stealthy.
Title: Shadowing.
Post by: LoD on May 11, 2006, 11:33:14 AM
While I'm sure a few sneaky types will be frustrated that they no longer have an infallible cloak of darkness, this should be a good change.

However, I've always desired a command that would allow you to "tail" someone from a room away rather than in the same room.  Perhaps coupling the watch command with a 'tail' command would provide this result.  My own suggestion would be to make this possible as long as the subject was walking.  If the target began running, sneaking, hiding or fleeing, it would disengage the tail.

Tail would begin while in the same room as the target, much like shadow, but would involve a one room delay on coded movement, perhaps hooked to trigger by the new watch command changes.  For example:

City Street [EWS]
The skinny, long toothed man is here.

>watch skinny
You begin watching the skinny, long toothed man.

>hide
You try to blend in with the crowds.

>tail skinny
You begin tailing the skinny, long toothed man.

The skinny, long toothed man walks east.

To the east, the skinny, long toothed man walks east.
You tail the skinny, long toothed man east.

City Street [EW]

To the east, the skinny, long toothed man walks south.
You tail the skinny, long toothed man east.

Bend in the Road [SW]
To the south, the skinny, long toothed man walks south.
You tail the skinny, long toothed man south.

City Road [NS]
To the south, the skinny, long toothed man runs south.
You fall behind and lose track of the skinny, long toothed man.

That way, you could add another dimension to shadowing or tailing someone through the city/desert.  This would hold both advantages and disadvantages:

:arrow: The person tailing wouldn't be able to immediately attack, steal from, engage, speak with or catch the target.

:arrow: The target wouldn't necessarily notice they were being tailed unless they were actively watching their surroundings, which I find to be more realistic than a "hide" check that statistically should fail somewhere around 1 out of 10 or 20 rooms, which isn't many.

:arrow: The person tailing will lose track of their target more easily than if shadowing within the same room (i.e. running, sneaking, hiding, fleeing).

There have been many times that I've wanted to follow someone from a distance, but while my character would likely be able to keep them in sight diagonally (especially in open spaces), the code operates with only north, south, east, west sightlines.

Since changes are being made left and right, this might be fun to consider.

-LoD
Title: Stealth / Shadow changes - Discuss
Post by: jhunter on May 11, 2006, 11:38:47 AM
This is a neat idea.
Title: Re: Shadowing.
Post by: Morgenes on May 11, 2006, 11:49:58 AM
Quote from: "LoD"However, I've always desired a command that would allow you to "tail" someone from a room away rather than in the same room.  Perhaps coupling the watch command with a 'tail' command would provide this result.  My own suggestion would be to make this possible as long as the subject was walking.  If the target began running, sneaking, hiding or fleeing, it would disengage the tail.

I feel this is something that is best done as a trigger in your own client.  It would be fairly trivial to have it post a command everytime you see <person> move a direction.

I don't like things like this which basically makes the game play for you.  I'd rather you guys pay attention and use the watch command change that was just implemented to enable exactly this behavior.
Title: Re: Shadowing.
Post by: LoD on May 11, 2006, 12:22:16 PM
Quote from: "Morgenes"I feel this is something that is best done as a trigger in your own client.  It would be fairly trivial to have it post a command everytime you see <person> move a direction.

I don't like things like this which basically makes the game play for you.  I'd rather you guys pay attention and use the watch command change that was just implemented to enable exactly this behavior.

I don't know that this would have the "game play for me" anymore than follow, shadow or the "watch" command already does.  Why would we have a follow command at all if we didn't want the game to play for us in certain situations?  It seems to me that the same playability issues for follow would apply directly to something like this variation.

It's sort of like saying "Characters should have to pay attention when they're eating red apples, but not when they're eating green apples."

I feel that it would be realistic for someone to want to follow another character at a distance where they couldn't engage in combat, overhear whispers, steal, speak to, etc...  The trade off for that variation of follow being that the target isn't as aware of their presence unless THEY are paying attention to their surroundings.

I see the word "realism" splattered all over the GDB when other changes are implemented -- why would this be any different?  And the suggestion to accomplish this feature as "a trigger in your own client' seems contradictory to the reasoning you give for not implementing this though Aramgeddon's code.

We don't want the game to "play for you" -- so set your client up to do it?

If there are some factors involved that make you feel this feature wouldn't be feasible or realistic, then I'd be interested in hearing them, but I don't know that this feature would make the "game play for me" anymore than the follow command already does.  In fact, it places some limitations on the relationship between the shadower and the target that aren't part of the game already.

-LoD
Title: Stealth / Shadow changes - Discuss
Post by: The7DeadlyVenomz on May 11, 2006, 12:32:24 PM
He does have a point, Morgenes.
Title: Stealth / Shadow changes - Discuss
Post by: naatok on May 11, 2006, 02:13:17 PM
From a naughty monkey perspective, I'd rather not see an automated process for 'tailing' someone.  Whether that means a particularly raunchy form of sodomy or slinking after someone on the streets or in the desert.
:twisted:

I agree with Morgenes that the changes made to the watch command allow for this already.  In fact...I've already used the code to do just that.

My only beef with it is that slinking about is slower movement than walking about...so you will eventually lose your target.....unless they're slinking too!
Title: Stealth / Shadow changes - Discuss
Post by: X-D on May 11, 2006, 02:21:08 PM
I've made a tail trigger myself...quite a few weeks ago actually.
Title: Stealth / Shadow changes - Discuss
Post by: mansa on May 11, 2006, 02:29:50 PM
Quote from: "X-D"I've made a tail trigger myself...quite a few weeks ago actually.

Can I see the Script?
Title: Re: Shadowing.
Post by: Morgenes on May 11, 2006, 02:32:14 PM
Quote from: "LoD"I don't know that this would have the "game play for me" anymore than follow, shadow or the "watch" command already does.  Why would we have a follow command at all if we didn't want the game to play for us in certain situations?  It seems to me that the same playability issues for follow would apply directly to something like this variation.
I'll give you that this is similar to follow, not watch.  Watch doesn't make you do anything when you notice things.  You just notice them.  

My main fear is that this would make it too easy to follow someone, making it hard for them to 'ditch' you.

If we did something like this it would only be as I described the client trigger working.  You see in the distance x moves north, so you move north.  If you can't see the person for whatever reason (light, line of sight, whatever), you won't move.  Also if I did that I would give the person being tailed a chance to notice someone walking behind them, probably based on a generic watch check.  That way if you were doing it manually it'd be safer as there would be no watch check.

Quote from: "LoD"I feel that it would be realistic for someone to want to follow another character at a distance where they couldn't engage in combat, overhear whispers, steal, speak to, etc...  The trade off for that variation of follow being that the target isn't as aware of their presence unless THEY are paying attention to their surroundings.

I agree that this would be a realistic thing to want to do.  I'm saying that it's possible to do it currently in the game, by watching and moving yourself, or with a client.  

Quote from: "LoD"And the suggestion to accomplish this feature as "a trigger in your own client' seems contradictory to the reasoning you give for not implementing this though Aramgeddon's code.

Those were two separate responses, I was providing an alternative that would accomplish it without us having to implement any new code.  Not providing a reason why we shouldn't implement it.

I'm not saying this will never happen, just that I'd rather people try doing it manually for awhile.  I've got plenty of other coding projects that in my mind would take precedence over something like this.  So if another coder likes the idea and wants to run with it, I really don't have that huge of an issue with the idea.
Title: Stealth / Shadow changes - Discuss
Post by: Morgenes on May 11, 2006, 02:33:25 PM
Quote from: "naatok"My only beef with it is that slinking about is slower movement than walking about...so you will eventually lose your target.....unless they're slinking too!

You don't HAVE to slink about, you could just stroll down the street, dum de dum.  Who really looks behind them when they're walking through town?
Title: Stealth / Shadow changes - Discuss
Post by: Intrepid on May 11, 2006, 03:07:50 PM
Quote from: "Morgenes"
Quote from: "naatok"My only beef with it is that slinking about is slower movement than walking about...so you will eventually lose your target.....unless they're slinking too!

You don't HAVE to slink about, you could just stroll down the street, dum de dum.  Who really looks behind them when they're walking through town?

Err...I am accidentally doing this a lot because I leave watch <direction> on without
realizing it.  That said, it would be nice if there were a "watch ahead" option that
would allow you to watch in the last direction you moved to simulate forward field
of vision.

I already idea'd this a week or two ago.
Title: Stealth / Shadow changes - Discuss
Post by: spawnloser on May 11, 2006, 06:28:27 PM
Tail?  Meh.  Use shadow.  I picture 'shadow' as tailing someone.  You can't let them get a block away or you'll lose the person being tailed...so catch up a bit and shadow them.  If you want to hang back further, that's your problem, in my opinion.
Title: Stealth / Shadow changes - Discuss
Post by: Synthesis on May 11, 2006, 07:28:43 PM
The major problem I can foresee with this is that the hide and sneak skills, at maxed levels, will function essentially like an invisibility spell.  A maxed assassin or burglar could spend some 95% of his time completely invisible to anything and everything, as long as he doesn't do anything to break hide.

As it was, if you were paranoid enough, you could spot people approaching you.  Now, good luck.  It significantly increases the danger and power of assassins and rangers (and other classes with both the sneak and hide skills), by significantly increasing their ability to move stealthily, from an OOC standpoint.

All of you folks cheering this change on are going to be miiiighty disappointed when you realize just how much sneakier this makes a good assassin.  Also, it's kind of a nerf on classes without the scan or listen skill, since the only way to detect a good stealthy type previously was to paranoiacally spam look in every direction.  Now, ha.  No dice.  You might as well wear a blindfold, sucka.

In fact, I'd say this makes assassins so much stealthier that you're going to see a dramatic increase in the number of them apped in the near future.  This essentially makes them unable to be detected -at all-, save for detection skills or skill failure.  This is a huge boon.  HUGE.  It may sound like a simple, realistic change...but it turns the balance of power in the city on its head, provided other things remain equal.

Personally, I suggest a stamina drain for moving while in stealthmode, since we're so hot on stamina drains for everything else.  If you're moving around snooping and pooping, you ought to be expending energy.  And from a realism standpoint, nobody should have the ability to be virtually invisible without having to resort to magick.  Or make the movement rate while in stealthmode painfully slow...if you're constantly looking for places to hide, you ought not to be clipping along at a fair pace.

Keep in mind here that I'm posting under the assumption that hide isn't broken during the process...if you successfully hide, then successfully sneak, you will be hidden throughout the entire process.  If this isn't the case, then disregard all of the above.
Title: Southern Comfort
Post by: TheOldGuard on May 11, 2006, 11:56:13 PM
OldSchool dating back to '93 here. Came back to learn new code and return to playing again. Withheld from posting for a few months now until this thread. If there were a hall of fame for changes in the game, this would be in the top three. I've played over 80 shadowy characters easily....and this change enables a clear distinction that we "thieves" can be just that. It actually reinforces the fact "warriors" are "fighters" and darker classes, can be dark, without needing to be a Gladiator.  It has added a rich magnitude of roleplay, with the fact we can avoid aggro (Too lazy to address how this effects rangers in a positive way).

With my return, I have seen some unreal -fighter- power vs the darker classes. This stealth change was needed 10 years ago.

This change was genius-like. Kudos.

And regarding some silly thread above about 'rinth and pc interaction. Don't expect 10 nobles to be sitting around a bar talking about the latest wine....we are hidden and we like it that way. It's dark, it's smelly, and it's a struggle in all aspects of Armag IC and OOC.

Now, give me back my stink'n tailor on tradesman.
Title: Stealth / Shadow changes - Discuss
Post by: Synthesis on May 12, 2006, 04:54:52 AM
Oh. Ha.  Seems I jumped the gun a little with my previous post.

If you run a probability model with the new system, it turns out to be a serious nerf to shadowing, and sneak-hiding becomes an unsafe bet for sneaky types much sooner than you'd expect.

For example, if we assume that a person has a 90% chance to hide successfully, after sneak-hiding or shadowing someone for 10 rooms, there's only about a 35% chance he'll actually still be hidden at the end.

With a 95% chance, after 10 rooms you'll have only a 60% chance of being hidden at the end.

99% and you'll still have a 90% chance of being hidden.

Whew, look at the difference a few points makes.  Increased demand for footpads and sneaky armor, anyone?

Of course, a smart assassin playing the numbers would realize that the best strategy would be to begin sneak-hiding at the very last possible moment, giving them the fewest skill checks and hence the greatest probability of ultimate success.  Since you can't see around corners, 3 successful hide checks are all you need to accomplish to approach most locations completely undetected.

Another wacky side effect:  You can now (theoretically) spam walk around to lose or detect potential shadowers, since eventually their skill level is going to run up against cold, hard probability and they're going to bonk on a skill check.  So before you enter your apartment, take a spin around the bazaar and see if any fellows in hoods pop up. Heh.  You only need to move about 68 rooms to drop even a ninja grandmaster to about a 50% chance of failing a skill check.  (By my probably oversimplified analysis, anyway.)

And yeah, sneaky types, your best bet is to just type 'hide' again once you reach a destination, after you've been sneak-hiding.  Since the probability of you succeeding on every attempt in every room all the way from point A to point B is very low (unless you're a ninja), you probably won't be hiding when you show up.  Typing hide again gives you a much better chance of actually being hidden where you want to hang around.  In fact, it would be better just to type hide again every 5 rooms or so.  This will reset your chances, so to speak (unless you actually -succeeded- in all those 5 rooms, in which case attempting an extra hide actually -decreases- your chances, heh).

Okay. So, I suppose I'm about done with this for now.  It ought to be...interesting...at the very least.
Title: Stealth / Shadow changes - Discuss
Post by: Halaster on May 12, 2006, 09:01:05 AM
Quote from: "Synthesis"
Of course, a smart assassin playing the numbers

And would of course miss the whole point of this roleplaying game.  I really hope you don't view the game and play this way.
Title: Stealth / Shadow changes - Discuss
Post by: Cenghiz on May 12, 2006, 10:22:01 AM
Halaster beat me to it... Please stop worrying about codewise advantages, Synthesis.
Title: Stealth / Shadow changes - Discuss
Post by: Intrepid on May 12, 2006, 11:36:33 AM
Quote from: "Synthesis"For example, if we assume that a person has a 90% chance to hide successfully, after sneak-hiding or shadowing someone for 10 rooms, there's only about a 35% chance he'll actually still be hidden at the end.

With a 95% chance, after 10 rooms you'll have only a 60% chance of being hidden at the end.

99% and you'll still have a 90% chance of being hidden.

Why am I expecting Leeroy Jenkins to leave you at the mouth of a cave and run into
battle because he was bored, wanted to have fun and die with fried chicken in
his hands?  This is a perfect example of why that character was such a great counterpoint
to his number-crunching friends. ;)
Title: Stealth / Shadow changes - Discuss
Post by: Ava on May 12, 2006, 01:03:15 PM
Quote from: "Halaster"
Quote from: "Synthesis"
Of course, a smart assassin playing the numbers
And would of course miss the whole point of this roleplaying game.  I really hope you don't view the game and play this way.
Hal, I know the place where I start "playing the numbers" is when I'm worried that the game will not match my expectation of reality.

It's very, very neat that the game now models the behavior "once I start trying to hide, I keep trying to stay hidden while I'm moving."  But if I'm trying to hide, I expect my success at each point to depend solely on ability to stay hidden in that location, not on a running multiplication of all previous attempts or something. Note that I don't know how the new code works...maybe it does match my RL expectations perfectly.

Suppose I "sneak;hide;shadow templar". I'm walking down the street, slipping from one knot of people to the other, turning around to look in a shop window when ~templar glances back (do we *have* shop windows?), ducking my head--or perhaps looking innocent and nondescript.

RL-wise, I would expect three possibilities as we move along the street.
(a) He neither notices that I'm there or that I'm following him.
(b) I'm poorly hidden at that location--if he happens to look around, he notices me there. However, I'm still attempting to hide; if we move on to a darker/more crowded area, I disappear into the crowd again.  (The "hide" command maintains my *intention* to hide until I perform an action that normally breaks it.)
(c) I really screw up and he sees that I'm following him.

If I can trust the code to accurately represent my abilities and intentions, I'm fine with that. Or maybe my expectations of what the commands represent are out of whack and need adjustment...that's okay, too, but something I'd rather get straight out-of-character first.
Title: Stealth / Shadow changes - Discuss
Post by: Morgenes on May 12, 2006, 01:11:19 PM
If the templar noticed you sneaking behind him, you would at that point be exposed.  If the templar reacts to you, alerting you that you are unhidden, then it's up to you to choose to high-tail it or whatever.  If they would rather not alert you that they know you're following them, they could just continue on as if they didn't notice you, and lure you into their evil nefarious trap!

You see?  If he knows that you know that he knows that you know...well you know.
Title: Stealth / Shadow changes - Discuss
Post by: Synthesis on May 12, 2006, 02:23:35 PM
Everyone plays the numbers, to some extent.  People play the numbers when they're backstabbing, sneaking, hiding, psi-ing, sparring, whatever.  Numbers aren't a problem.

I was simply publicly correcting my previous mistaken assertion that the new code functions like an invisibility spell.  It does not, due to the exponential growth of the probability of failing when performing x number of independent events.  (Unless you have a base 95% chance of hiding successfully, and you  have say, 2 pieces of gear that each add 2.5%, giving you a 100% probability of hiding successfully each time.  And of course, nobody -knows- any of the numbers, so it's all purely speculation.)

And I only posted the statistical analysis because it's so interestingly counter-intuitive.  You'd think that an 80% success rate is good odds, but 80% over successive attempts doesn't really do much to guarantee your ultimate success.

Personally, I like to think about the numbers because a) it's an interesting intellectual exercise  b) my time is somewhat valuable, so I like to "get the most" out of the playing time that I have and c) without skills, you can't get chicks, gosh.

If my short-term goal is to get better at something, then I'll think about how to do that most efficiently, while staying within the bounds of roleplay.  If my goal is to murder someone, I'm going to make damn sure (by considering the probabilities beforehand) that I can actually do it.  Sometimes it's fun to be fabulously inept, but if you're not relying on the militia to keep you safe from harm, and you're relying on your own abilities to keep you fed, being inept is a sure way to get dead very quickly.

Obviously, my goals are not always numbers-based.  Sometimes I just want to sit around, scratch my ass, shoot the breeze and soak up the gritty atmosphere.  Usually I combine the two goals, since they are not mutually exclusive.  If it were only the intellectual exercise of number-crunching and min-maxing I were interested in, I certainly wouldn't be playing Armageddon.

Now, the way to fix this exponential growth of the failure rate, if it is deemed to be a problem, would be to set a "sneak-hiding" status, whereby one continues to hide check in every room while the status is active, even if a previous hide attempt had failed.  In this case, the probability of you arriving at your destination hidden would be only your base probability of 1 successful hide attempt.  You could possibly be spotted intermittently throughout, but at the final location, if your skill and other factors add up to 80%, you have a true 80% chance of being hidden.
Title: Stealth / Shadow changes - Discuss
Post by: Morgenes on May 12, 2006, 02:30:04 PM
I still say you have no way of knowing if you've been exposed or not.  If you think you've been exposed, nothing is stopping you from typing 'hide' again.
Title: Stealth / Shadow changes - Discuss
Post by: Synthesis on May 12, 2006, 03:09:07 PM
It's a binomial random variable problem, like flipping a coin.

And yes, you're right.  You don't know whether you're hidden or not.  The -best- bet, across the board, is to type 'hide' again once your probability of not being hidden is greater than your probability of being hidden.  That is, when p^n < 0.5.

On the slimmer chance that you are actually successfully hidden, doing a forced hide will actually reduce your probability of successfully being hidden after all is said and done.

However, since the chance of you -not- being hidden is greater, and the forced hide increases your probability of being hidden in the end in this case, it becomes a 'safe' bet.

(This is like the door-switching strategy in the "Let's Make a Deal" gameshow problem, where the switching strategy counterintuitively -doubles- your probability of winning the grand prize.)

Obviously, this all holds true -only- if you have no knowledge about your hide status.  If you -know- that you are or aren't hidden, then you know that your next hide check will actually have p probability of being successful.

The major catch to all of this is that nobody knows that their probability is,  until they reach their class's skill max.  You can approximate probabilities by keeping data on every hide you perform over time (you'd need an observer to spot you, though) and get reasonably close, but it becomes certain only when you are no longer improving your skill.

If anyone is still skeptical, google "binomial random variables," and figure it out for yourself.  I'm fairly certain I've got it right, though.
Title: Stealth / Shadow changes - Discuss
Post by: SpyGuy on May 12, 2006, 03:24:44 PM
Can't it just be made the when you shadow someone it retests hide/sneak every room like it would it you were manually trailing them?  That way you still have a chance to be noticed, but if the person you're stalking is just spam walking or ignoring their surroundings you have a chance to become hidden again.  If you are noticed said person can react appropriately, using either scan, the watch command or other nefarious means to reveal your PC when they want to.

That said, for all the number crunching aspect I think Synthesis brought up a very good point.  Thief types using shadow will need to be much more careful now and rehide if code works as he thinks it does.  Knowledge of the code shouldn't be an obsession, no one should try to min-max everything.  But basic principles of how things work, especially with recently changed stuff, are important to understand.
Title: Stealth / Shadow changes - Discuss
Post by: mansa on May 12, 2006, 03:25:59 PM
Quote from: "SpyGuy"Can't it just be made the when you shadow someone it retests hide/sneak every room like it would it you were manually trailing them?

I think that's the recent change.

Wait, I'm wrong again.
Title: Stealth / Shadow changes - Discuss
Post by: Morgenes on May 12, 2006, 03:27:27 PM
Not exactly.  You remain hidden so long as you succeed at sneaking.  If you fail, you are exposed.
Title: Stealth / Shadow changes - Discuss
Post by: elvenchipmunk on May 12, 2006, 03:33:37 PM
So there's just the sneak check? So if you hide succesfully, you remain hidden until you fail a sneak check?

That's pretty cool.
Title: Stealth / Shadow changes - Discuss
Post by: ale six on May 12, 2006, 07:28:14 PM
And here I thought people got enjoyment out of this game from the sheer joy of roleplaying, not crunching numbers.

Oh, my naive little world, how it crumbles...
Title: Stealth / Shadow changes - Discuss
Post by: Cenghiz on May 13, 2006, 06:42:05 AM
I'm BORED of people asking code again and again and again and again! Please do stop it. Make an assassin/ranger/whatever and try it IG. Then 'mail' to the MUD account about your concerns. NOT TO THE GDB. It's not the old mail system which was cluttered with mails and imms couldn't respond in time. They response in less than 24 hours nearly all the time.
Title: Stealth / Shadow changes - Discuss
Post by: najdorf on May 14, 2006, 09:22:10 AM
how about letting the concentration not break when you type hide and victim you shadow moves.

hide
shadow woman

Woman walks west.
You follow woman and sneaked west.

Woman walks west.
You follow woman and sneaked west.

hide
You serach for a place to hide.

Woman walks west.
You follow woman and sneaked west.

You attempt to hide yourself..





i dont think concentration losts are realistic in some situations.
Title: Stealth / Shadow changes - Discuss
Post by: Cenghiz on May 14, 2006, 09:39:06 AM
I wouldn't like that. Concentration loss should remain the same, because when you hide - you either find a spot where you won't get noticed easily (a shadowy corner, before a pile of junk) or you blend into the crowd and become undiscernable (a group of burly hunters, four people standing in a corner arguing about a trick in dart throwing).

When you move, you would have to leave your spot - so give up your hide attempt at all.
Title: Stealth / Shadow changes - Discuss
Post by: najdorf on May 14, 2006, 09:44:52 AM
then hide-shadow would be so useless against spamwalk..
some people type n;eeeee;nnn;ww,nnn to get their apartment.. and they will be so safe from now on that noone is shadowing them, because of the high fail probability afer that much of chasing.
Title: Stealth / Shadow changes - Discuss
Post by: Cenghiz on May 14, 2006, 10:36:37 AM
Why do you assume there's a high-fail probability? Have you any proof except Synthesis' theory?

Please do try it first. People also have assumed steal is nerfed grieveously without any attempt at trying it. Read the GDB, but do not assume everything in it is true except official staff posts.