Qezuzu
02-20-2017, 03:56 PM
Around when To Curse the Sky was released, I made a little thread on the achievements forum for successfully completing the quest on LE with only one kill (Malicia.) For whatever reason, I enjoy sneaking in DDO, even with a stealth system that's, well, pretty archaic (compared to any actual stealth game, where you can't just crouch to become effectively undetectable.)
It's recently come to my attention that TCtS now features the ever popular kill-everything-to-open gates (http://i.imgur.com/qRcQKSj.jpg). TCtS may have been altered months ago. I don't know. I haven't been able to play lately, only recently been able to get back into it. Barely know how the new aggro mechanics affect sneaking, besides that getting seen more or less gets half the dungeon after you.
TCtS can't be invis zerged. There's too many see-invis mobs, the corridors are too tight. This change only stops me and the very few people who actually did stuff like this. Furthermore, the change is unnecessary because it's impossible to fight Malicia alone (pulling her into a corner) with the new aggro mechanics (or so I imagine, I haven't done it recently.)
I'm frankly fine with quests not being completely sneak friendly. How I did the final fight in TCtS was fairly silly anyway, she's got a whole bunch of guys but doesn't call them over while I beat her down. This isn't just an issue with altering quests to prevent something that is ostensibly not an exploit, this is a game design issue. It's just a bad change.
-Beating on a powerful devil while her underlings stare at a corner in the same room: completely inorganic, I'm fine with it being fixed. If it weren't for the new aggro mechanics, their patrol pattern (walking into the center of the room and then back) could have simply been put on a loop instead of just a one-time thing. That would have been a good change that would have made solo sneak runs appropriately challenging.
-Silently and invisibly going past devils as you go to assassinate their leader: completely organic. There was no reason to change this besides it not fitting into some concieved notion of how you want players to play.
I honestly don't want to write a big essay on this. Gonna stick to bullet points for the rest of it. Just some questions for the devs:
-Is not killing monsters/minimal-kill questing considered exploiting?
-Do you consider sneaking to be easier than steamrolling everything with extremely powerful builds?
-Why was TCtS changed specifically when many other quests are still possible to get very few kills in? (e.g: all of the slavelords quests, Good Intentions.) Are there plans to "sneak-proof" these quests as well? Will those changes be made apparent in release notes?
-How do you envision sneaking to be used in DDO?
I know that stealth, in any capacity, is a very niche playstyle among DDO players. I profess I don't do minimal-kill runs very often at all, mostly because if I'm playing DDO, it's in a group. I simply don't understand why dev time was spent specifically to stamp it out in one quest.
It's recently come to my attention that TCtS now features the ever popular kill-everything-to-open gates (http://i.imgur.com/qRcQKSj.jpg). TCtS may have been altered months ago. I don't know. I haven't been able to play lately, only recently been able to get back into it. Barely know how the new aggro mechanics affect sneaking, besides that getting seen more or less gets half the dungeon after you.
TCtS can't be invis zerged. There's too many see-invis mobs, the corridors are too tight. This change only stops me and the very few people who actually did stuff like this. Furthermore, the change is unnecessary because it's impossible to fight Malicia alone (pulling her into a corner) with the new aggro mechanics (or so I imagine, I haven't done it recently.)
I'm frankly fine with quests not being completely sneak friendly. How I did the final fight in TCtS was fairly silly anyway, she's got a whole bunch of guys but doesn't call them over while I beat her down. This isn't just an issue with altering quests to prevent something that is ostensibly not an exploit, this is a game design issue. It's just a bad change.
-Beating on a powerful devil while her underlings stare at a corner in the same room: completely inorganic, I'm fine with it being fixed. If it weren't for the new aggro mechanics, their patrol pattern (walking into the center of the room and then back) could have simply been put on a loop instead of just a one-time thing. That would have been a good change that would have made solo sneak runs appropriately challenging.
-Silently and invisibly going past devils as you go to assassinate their leader: completely organic. There was no reason to change this besides it not fitting into some concieved notion of how you want players to play.
I honestly don't want to write a big essay on this. Gonna stick to bullet points for the rest of it. Just some questions for the devs:
-Is not killing monsters/minimal-kill questing considered exploiting?
-Do you consider sneaking to be easier than steamrolling everything with extremely powerful builds?
-Why was TCtS changed specifically when many other quests are still possible to get very few kills in? (e.g: all of the slavelords quests, Good Intentions.) Are there plans to "sneak-proof" these quests as well? Will those changes be made apparent in release notes?
-How do you envision sneaking to be used in DDO?
I know that stealth, in any capacity, is a very niche playstyle among DDO players. I profess I don't do minimal-kill runs very often at all, mostly because if I'm playing DDO, it's in a group. I simply don't understand why dev time was spent specifically to stamp it out in one quest.