Nokowi
Well-known member
Maybe I'm missing the big picture here for what other people do when stealthing. I'm not having any issues stealthing past mobs. Packs I've successfully stealthed past don't come running after me when I unstealth. The only issue I see is if a mob spots me, I have to fight them (no way to ditch them as they'll always come after me until they're dead - well I might be able to ditch them but not effectively). To me that feels fine, you saw me & now you have to die.
You actually need to play the playstyle for a while to understand the issues. We had a forum member Chai that would test every few months and show devs how mobs were aggroing onto a stealthy player from completely different regions of the quest. Even if you are not personally aware of some of the issues developers certainly are. It might even be related to the issue you observed many many years later but one that devs never addressed from the initial feedback.
On a design basis you should never generate more aggro by hitting the stealth button as compared to not hitting the stealth button. There have been things like larger detection zones while in stealth where a monster detects you earlier in stealth than standing there not in stealth. That implementation is really poor design even if it works as you would expect to the very causal observer.
If we took 5 seconds to see if an implementation makes sense DDO's design would fail.
- I should never be more detectable trying to sneak than not trying to sneak
- Monsters should actually have to detect me or reasonably know of me to know my pinpoint location
- the detection algorithm should be inherently stable: if stealth players are seeing additional aggro so should non stealth players.
A common sense approach would be that a monster detecting you knows your exact location. They increase the detection ability of those around them "alert status' but you have to be physically attacked or bumped into to remove you from stealth where everyone has a pinpoint location.
There could be various approaches to minimize resource cost like making only one spot/listen check for a group on mobs where only a player hide/move silently failure requires a secondary calculation. The playerbase is there to help SSG implement enough challenge to prevent the zerg crowd from simply sneaking through quests at zerg speed.
This includes making invis on its own far less powerful than invis plus stealth. Their poor invis system used to zerg by non stealth players is what actually started the decline of stealth. Fixing invis was the player-suggested solution.