Uses of Stealth

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Uses of Stealth

Postby BWithey » Thu Nov 25, 2010 7:00 am

Jackard wrote:what about a buff that hides anyone currently behind an object, not just the snowflakes with impressive stats


My only concern with this is the possibility that it will make lag time even worse as the game has to determine who is visible by who every second of the game being operational. Line of sight is a very expensive operation when you have the server having to determine it every second the game is active for every individual character/animal.
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Re: Uses of Stealth

Postby sabinati » Thu Nov 25, 2010 7:02 am

it already checks if you are behind stuff and does a yellow outline...
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Re: Uses of Stealth

Postby overtyped » Thu Nov 25, 2010 7:05 am

sabinati wrote:it already checks if you are behind stuff and does a yellow outline...


theres a big difference with that though because it only does the check if you yourself are behind an object but if you arent it wont do the check. That is the difference between x-ray and what we currently have.
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Re: Uses of Stealth

Postby sabinati » Thu Nov 25, 2010 7:38 am

yeah but it doesn't show the outline to other players... obviously they would need to change you to "do not render to other players" when behind something, similar to how the outline is not rendered to other players
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Re: Uses of Stealth

Postby BWithey » Thu Nov 25, 2010 7:43 am

sabinati wrote:yeah but it doesn't show the outline to other players... obviously they would need to change you to "do not render to other players" when behind something, similar to how the outline is not rendered to other players


Right, which would require the system to be constantly updated with whether or not you're visible to other players. Right now the determination whether or not to show that outline likely doesn't have leave the client (would be my guess).
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Re: Uses of Stealth

Postby sabinati » Thu Nov 25, 2010 8:04 am

hmm, you're probably right.
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Re: Uses of Stealth

Postby Jackard » Thu Nov 25, 2010 9:30 am

BWithey wrote:
Jackard wrote:what about a buff that hides anyone currently behind an object, not just the snowflakes with impressive stats

My only concern with this is the possibility that it will make lag time even worse as the game has to determine who is visible by who every second of the game being operational. Line of sight is a very expensive operation when you have the server having to determine it every second the game is active for every individual character/animal.

This isn't line of sight?
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Re: Uses of Stealth

Postby BWithey » Thu Nov 25, 2010 10:12 am

*thinks about it* Wait, I misunderstood what you meant originally. Interesting idea!
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Re: Uses of Stealth

Postby Avu » Thu Nov 25, 2010 11:53 am

Why the fuck should objects hide people that are upwind and only those people no matter if you yourself have theoretically perfect line of sight to them? I'm not one for realism but this stuff brings game imbalance of some locations over others.
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Re: Uses of Stealth

Postby Chakravanti » Thu Nov 25, 2010 2:07 pm

Avu wrote:game imbalance of some locations over others.

Why have anything in the game at all? You diss me and my constant proposition but you do nothing but whine, bitch and nag while rarely adding anything meaningful to a thread itself.

You ARE making a %100 realism argument. There's no two ways about it. The core principle here is achieving SOME mechanics in which a player cannot be seen that is stat independant or at least not entirely determined by stats.

What if all objects (trees, houses, grinders, etc.) have an inherent stealth value with a min and max range. THe minimum to use the object and the maximum benefit it can provide. Mansions would have an extremely large range being useful to even the noobiest stealther but providing lots of cover for a more trained individual. If you stealth rating is up to par (min value), you can use that object. Doing so makes the server prevent any client (except your own) from rendering you. Moving more than X number of tiles from the object you have engaged. X is based on your stealth value and the value of the object and it's available margin. For exapmple, because mansions have a large margin, you should be able to move, say, three tiles. Whereas a meat grinder will have a very high min stealth value and a very short range. Disengagement will happen immediately (X=0.1).

Odds of engagement should be a role against whatever surplus you have to achieve engagement. If you do not have the max value for a given object then %50 of the difference between your stat and the value of an object would be used.

Now, give that the above is actually pretty shitty because it so directly makes the affair a stat versus stat. You'de have to offer a counter for scouts to do checks against all stealthed people (and objects?) and that's just a pain in the ass.

Maybe it should be relative to stats at all and each game object would have an inherent value. Or it could be 50/50 meaning that everyone has a change to hide but having stats would provide a lieklyhood benefit. Anyway, just an idea.
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