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NPC battle design - why do we always have to fight them?

tilartatilarta Member Posts: 1,801 Arc User
About a week ago, someone said that Cryptic prefers us to charge into NPC mobs guns blazing over using the sneak&avoid strategy.
This is why they claimed the Stealth Module had been balancedruined, in order to prevent players from getting to objectives without fighting.

I didn't think much of it until I had to do the Vibora Bay access chain in Champions Online.
I have no interest in defeating the NPC mobs, nor it is required to do so, the only task required is to go to the final room, get whatever the goal is and then leave.
I went high, avoided combat and ended up with every enemy in the map chasing me towards the goal room.
I made it about halfway before getting defeated.
And there is only one respawn point, in the first room!

For context, I've been through that chain 14 times now, I don't need to know the story, but it's gameplay mandatory or the Vibora Bay zone is permanently offlimits.

So given all the above, I wonder if Cryptic just prefers us to get in massive NPC fights instead of taking less or non-aggressive solutions?


If you're curious as to why I put effort into going to Vibora Bay, it's the only major hub in the game that's vinegar free (mostly).
By the way, there are only two major hubs. ;)
And no minor hubs.

Bees like honey, they don't like vinegar.
Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad :'(
Post edited by baddmoonrizin on

Comments

  • arionisaarionisa Member Posts: 1,421 Arc User
    I hate to point out the obvious but these are the STO forums not the Champions Online forums.......
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  • talonxvtalonxv Member Posts: 4,257 Arc User
    Because the mindless masses want ACTION. They want guns blazing, explosions galore! Not peaceful exploration, diplomacy etc.
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  • fluffymooffluffymoof Member Posts: 430 Arc User
    You have to remember this is a GAME. With this being a GAME, the game is obligated to attract people who will play it.

    1. Casual players want big booms and to have fun while playing. This is the majority of all gamers.
    2. Hardcore gamers want big booms via their min/max strategy. This is a small minority.

    People who want stealthers fall into either category, but they are more than likely a minority within both. This doesn't mean a stealther mission isn't warranted, but from how they're designing? It will be a "few and far between" item.
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  • tilartatilarta Member Posts: 1,801 Arc User
    I'm uncertain if it's still the same, but there was an STO mission where the stated mission objective is to sneak past enemy patrols to avoid the spacestation's sensor grid being remotely triggered.
    So naturally, my first instinct was: engage cloak to avoid triggering the patrols inside the marked area.
    I'm just about to enter the marked area and there's a patrol nearly ahead when:
    Dialog screen: Look, it's a patrol, avoid it.
    And a moment of horror followed as I realized my cloak was deactivating.
    I can't remember the details, but I think having the sensor grid detect your ship was a fail condition.

    So the stated goal of the mission is to be undetected and not fight, yet the game makes you decloak anyway?
    Couldn't make sense of that one. :s
    arionisa wrote: »
    I hate to point out the obvious but these are the STO forums not the Champions Online forums.......
    In case you are unaware, STO and CO have the same developers.
    The game engines are mutually compatible and the design flow of missions is quite similar.
    So, sometimes, referencing CO can apply STO and in the example I gave, I thought it did.

    Bees like honey, they don't like vinegar.
    Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad :'(
  • warpangelwarpangel Member Posts: 9,427 Arc User
    tilarta wrote: »
    About a week ago, someone said that Cryptic prefers us to charge into NPC mobs guns blazing over using the sneak&avoid strategy.
    This is why they claimed the Stealth Module had been balancedruined, in order to prevent players from getting to objectives without fighting.

    I didn't think much of it until I had to do the Vibora Bay access chain in Champions Online.
    I have no interest in defeating the NPC mobs, nor it is required to do so, the only task required is to go to the final room, get whatever the goal is and then leave.
    I went high, avoided combat and ended up with every enemy in the map chasing me towards the goal room.
    I made it about halfway before getting defeated.
    And there is only one respawn point, in the first room!

    For context, I've been through that chain 14 times now, I don't need to know the story, but it's gameplay mandatory or the Vibora Bay zone is permanently offlimits.

    So given all the above, I wonder if Cryptic just prefers us to get in massive NPC fights instead of taking less or non-aggressive solutions?
    I don't see anything wrong with that mission outcome. You were free to avoid the enemies if you could. The game is not obligated to skip them for you if you fail.
  • tyler002tyler002 Member Posts: 1,586 Arc User
    edited May 2017
    Sneaky is probably harder to make fun. I can imagine making them common causing them to wear out their welcome with many players pretty quickly, especially with people who just prefer American-style diplomatic tactics like "shoot first and when everyone's dead, shoot the corpse".
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  • warpangelwarpangel Member Posts: 9,427 Arc User
    tyler002 wrote: »
    Sneaky is probably harder to make fun. I can imagine making them common causing them to wear out their welcome with many players pretty quickly, especially with people who just prefer American-style diplomatic tactics like "shoot first and when everyone's dead, shoot the corpse".
    Stealth is hard to balance with combat. If you have too good stealth there's no reason to ever fight anything at all, whereas if it's not good enough you might as well not even try. And unfortunately, "good enough" tends to be "too good," especially in game like STO where combat is itself very easy.

    Stealth-based games solve the problem by making the player character too weak to fight all the enemies, so you have to use limited stealth to sneak around them. That doesn't work if you can just say "TRIBBLE this I'm gonna shoot them."
  • tilartatilarta Member Posts: 1,801 Arc User
    warpangel wrote: »
    I don't see anything wrong with that mission outcome. You were free to avoid the enemies if you could.

    Well, from my perspective, it was like the enemies had an absurdly long aggro range and a permanent target lock.
    I built up maximum acceleration, I was flying along the roof without attacking any of them and everytime I passed over a mob, I'd collect a few more enemies until half the map was following me! :s

    And no, you can't avoid them, the map is specifically shaped to make you pass through the groups and their patrol pattern keeps them in the travel path.
    Keep in mind these are interior maps, with hallways restricting movement.

    At least in STO if you run far enough, the NPCs go back to their trigger zones and forget you were there.

    Bees like honey, they don't like vinegar.
    Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad :'(
  • warpangelwarpangel Member Posts: 9,427 Arc User
    tilarta wrote: »
    warpangel wrote: »
    I don't see anything wrong with that mission outcome. You were free to avoid the enemies if you could.

    Well, from my perspective, it was like the enemies had an absurdly long aggro range and a permanent target lock.
    I built up maximum acceleration, I was flying along the roof without attacking any of them and everytime I passed over a mob, I'd collect a few more enemies until half the map was following me! :s

    And no, you can't avoid them, the map is specifically shaped to make you pass through the groups and their patrol pattern keeps them in the travel path.
    Keep in mind these are interior maps, with hallways restricting movement.

    At least in STO if you run far enough, the NPCs go back to their trigger zones and forget you were there.
    The idea of "aggro range" is ridiculous and the idea that they should go back and forget you were there is even more ridiculous. They're there to kill you, if they see you they should attack you and if they know where you went they should come after you. What you expect to fly around a building and have the guards just ignore you?

    You yourself said you avoided combat and got halfway through. I'd take that as meaning it's possible to avoid combat. Up to a point, at least.
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  • tilartatilarta Member Posts: 1,801 Arc User
    warpangel wrote: »
    You yourself said you avoided combat and got halfway through. I'd take that as meaning it's possible to avoid combat. Up to a point, at least.

    I didn't say I avoided combat, just I was moving fast enough to get past them.
    Each group I passed over managed to hit me once with a long range attack until eventually with 50 npcs doing it, I wasn't able to take the damage they were dealing out.

    And the aggro coding is part of Cryptic's design process, so I'm not responsible for that.
    If it is believed to be unrealistic, take it up with them.

    Wrecker Rule #1: Guards never look up. ;)

    Bees like honey, they don't like vinegar.
    Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad :'(
  • kianazerokianazero Member Posts: 247 Arc User
    tilarta wrote: »
    Wrecker Rule #1: Guards never look up. ;)

    Apparently those minions do. There are times where a goon's intelligence will surprise you.
  • ltminnsltminns Member Posts: 12,572 Arc User
    After escaping Dinasia in 'House Pegh' you have to get to the Satellite and Transmit the information. I cloaked and snuck past the Herald Patrol to the Satellite. Tried transmitting. No luck, I had to go back and defeat the Herald Patrol I snuck past. So much for a covert operation.

    The Romulan Operative Ground Set from 'Survivor' provides stealthyness and Ambush buffs.
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  • angrytargangrytarg Member Posts: 11,009 Arc User
    ltminns wrote: »
    After escaping Dinasia in 'House Pegh' you have to get to the Satellite and Transmit the information. I cloaked and snuck past the Herald Patrol to the Satellite. Tried transmitting. No luck, I had to go back and defeat the Herald Patrol I snuck past. So much for a covert operation.

    The Romulan Operative Ground Set from 'Survivor' provides stealthyness and Ambush buffs.

    Stealth or cloaking in STO exists to get a damage buff upon leaving cloak, that's all. Actually being cloaked to avoid someone or something is not really a desired part of it since single player either forcefully decloaks you every time a dialogue pops up or the mobs simply ignore your cloak. In PvP it might still work, however I think the base stealth detection of players without doing anything is already pretty high and you probably defeat them faster by just shooting them. Most things that are not straight weapon damage have a one-click counter anyway.​​
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  • yeekailim#0992 yeekailim Member Posts: 16 Arc User
    edited February 2021
    As a player that uses stealth-based classes and plays assassin roles, I personally can live with the nerf in duration. What's making stealth completely useless on ground is being visible with it active from long distance and it doesn't de-aggro the NPC opponents anymore, upon activation, so you can run to safety without worrying as much about getting followed and shot to death...

    I'm not sure if that is a bug or if that's intended. If the latter, the developers might as well delete ground stealth from the game all together... It's beyond useless at that point and has no further business of being installed. Even the story mission NPC opponents with stealth are too easy to spot. Way too easy.

    Space stealth works like a charm. Ground? Beyond useless...
  • kiralynkiralyn Member Posts: 1,576 Arc User
    edited February 2021
    As others have said - designing a good stealth mission, or designing missions to be good with stealth, is hard. Especially when they're making Big Scripted Episode missions.

    Unless games are making specific Silent Running/Das Boot/Etc Stealth™ missions, there's not a lot of drama in disappearing at the start & reappearing at the finish. Frequently, games make their Stealth missions to be only run that way (ESO thieves' guild & dark brotherhood quests; WoW Rogue Class quests; etc), and frequently end up making stealthing past things they don't want you to (sneaking straight to the treasure chest at the end of a group dungeon, for ex) impossible.


    (that "and then a dialogue box popped up, and I decloaked" thing - it's a long running issue/bug. It wasn't specific to that mission, it's just something that frequently happens when you get hailed while cloaking, anywhere. It's annoying because it also screws up the approved "sneak up & shoot 'em!" approach. Cloak, line up a run on the Bad Guy... and you get a Dramatic Conversation triggered just as you get in range, decloak, and end up having a slugfest. /sigh)
  • jonsillsjonsills Member Posts: 10,476 Arc User
    tilarta wrote: »
    I'm uncertain if it's still the same, but there was an STO mission where the stated mission objective is to sneak past enemy patrols to avoid the spacestation's sensor grid being remotely triggered.
    So naturally, my first instinct was: engage cloak to avoid triggering the patrols inside the marked area.
    I'm just about to enter the marked area and there's a patrol nearly ahead when:
    Dialog screen: Look, it's a patrol, avoid it.
    And a moment of horror followed as I realized my cloak was deactivating.
    I can't remember the details, but I think having the sensor grid detect your ship was a fail condition.

    So the stated goal of the mission is to be undetected and not fight, yet the game makes you decloak anyway?
    Couldn't make sense of that one. :s
    That sounds like "The Vault", part of the Romulan Mystery storyline. The Vault is supposed to be an officially-decommissioned RSE ship development facility, highly secure; it's been taken over by Obisek and his Reman separatists (this is before the Republic moved to mol'Rihan). It's surrounded by a tachyon grid, specifically designed to detect cloaked ships. There are multiple ways to defeat the grid, but you have to talk to your Republic security advisor (or, back in the day, your crew) to figure out the way that works for your Captain's specialty (Tac captains, for example, need to examine an old communications relay satellite, then use its codes to hit the detection grid with what is essentially a DDoS attack, while Sci captains, as I recall, go to a metal-rich asteroid that will mask their presence, then give it a nudge with the tractor beam). Merely passing a patrol won't decloak you, but you have to decloak at least momentarily to use any of the methods of getting past the grid, so make sure no patrols are within 10 km of you when you do. Cloaking also comes in handy as you escape, to avoid fighting both the Mogai in one inner chamber and the T'liss just inside the last door. Sadly, there's a "micronebula" outside that you can use to mask your approach to the station, but which prevents you from cloaking as you and your designated support cruiser fight the D'deridex end-boss.

    The CO mission described sounds like the one in Therakiel's temple, near the end of the Vibora Bay Apocalypse arc. The mooks look up because if you TRIBBLE up while working for, say, VIPER or Dr. Destroyer you might get a beating, or even shot forthwith, but Therakiel is a half-angel half-demon who's looking to trigger the Biblical Apocalypse so he can escape Vibora Bay - if you betray him, death is just the beginning of your punishment, so you look the hell up on guard duty.

    (That being said, the Sneak ability of the Night Warrior power gets you past pretty much everything, as well as giving you a one-shot-kill attack that you can use at the expense of dropping your invisibility. Spider-Bat and Blackwing are both really fond of this.)
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