Get Timers Now!
X
 
Oct 11 - 09:51:48
-1
Game Suggestions
0 Watchers
Page: [ <<< - < ] 1 2 3 
Trainable Stealth Started by: Kurtz on Apr 13, '11 14:58


I always wondered what happend to this absolute gem of an idea.
Last I heard was the same as Kurtz recent post, the facility much like training range was meant to be implemented at some point. An update from admin would be greatly appreciated.


Reply by: Slash at Apr 26, '12 13:20



Nuf said. Bump.

Report Post Tip

This idea sort of got put on the back-burner ed because shortly after this was the rise of everyone complaining about a stealth BG wacker.

Report Post Tip

This is an interesting input, perhaps you should consider it back Squishy? Besides it add new dimension and perspective on how this game runs. Adding different feature would attract more players with different background etc. Besides, from my past experience this game is all about risk, choosing your action and accepting the consequences  .You cant simply take it away. Just my 5$

Report Post Tip

AMAZING IDEA love this

Report Post Tip

Just out of curiousity, what is the state of this suggestion? Will the Player Commission be sponsoring this?

Report Post Tip

the PC should be all over this.

Report Post Tip

There is a bit of a problem with the original idea.

 

Practical Application:

The mechanics are very simple. All the surface features already exist and are currently not busy.
Pickpocketing will be used to train stealth. +1 per successful pickpocket just like a hitter gets +1 per kill. The attack timer would remain the same. This will force the individual to decide which was more important to them at that time, +1 stealth or +1 wack.

Implementing this kicks off a complete rethink about how a hitter might train their skills.
Some may pay no attention to stealth and carry on as normal. Marching around blasting away and leaving a trail of witness statements behind them as they go. Others may decide to dedicate the first few months of their character's life pickpocketing until they had a very high level of stealth. Then start shooting once they were almost impossible to trace.

 

The pickpocket and shot clocks are now separate. We would not have to choose which is more important and everyone would be training both.

Report Post Tip

Okay so as far as I can tell players are either for stealth or strictly hate it. The game cant exactly make everyone happy with the whole idea of stealth. No matter how hard we work to make this even for both sides of the argument, it will still make one side angry. However stealth is part of the game and could the only stat that has yet to be able to train so to make the playing field fair this should probably be implemented.

I support the part where going to like a shooting range to train stealth and will sponsor this suggestion with modifications from the player commission team.

Report Post Tip

I'm pretty something like this is on the coders to-do list once have decided how it is going to work.

It would be rather unfair if it is a simple click action to train stealth where as to train info you have to be constantly posting high quality threads on a regular basis which require a lot more thought. As it is those on pure info answers cannot see those on pure stealth answers in locals & while all stealth people have to do is rank to improve stealth info people have to make a lot of street & business district threads.

Report Post Tip

For the record, pure info answers do give you 100% vision, so that you can see those on pure stealth.
It's just the commonly used info answers set that is not perfect.
So theoretically, with the perfect set of info answers, you would have perfect vision with no posting effort.

Report Post Tip

I've always liked the idea of trainable stealth but I would like to see it entwined with info.

Knowing that to maintain worthwhile vision if you aren't on 100% info is an absolute ballache, I would suggest something similar for stealth.

{Preferably, I would like to see a divergence from the jack of all trades, master of all trades pattern that we currently see. I would prefer that if you dedicate yourself to something, you can only raise your other skills to a certain level. So, if you are a great attacker, your defence will always be lower than someone who has great defence. Therefore, if you have great stealth, it must come at a price.}

I have redacted the above as it isn't particularly relevant to this suggestion, but will explain my position to members of the PC.

Report Post Tip

I'd also like to see this implemented. It's good to see the Player Commission looking into this suggestion.

In my time here, I've seen professional PP'ers able to stealth pure info people but still be viewable in the locals. So if PP is a way to train stealth to not be seen when PPing it wouldn't be difficult for it to cover all areas of stealth. However, as Grin pointed out info is a ballache to train if you're not on it, so stealth should be somewhat of a ballache too and there should be a degradation added to whatever stealth is built over a certain amount of time.

(Non)PC-RampagingFox

Report Post Tip

I have always found stealth to be an exceedingly odd stat. For some reason to me stealth should be linked to a number of things, including how many bodyguards you have.

I find it slightly unbelievable that a person can walk out streets protected by over 28 BGs and be not be seen in locals. Something just doesn't quite sit right for me with that.

Report Post Tip

I believe that was something that was discussed elsewhere.

Was there not a more thorough thread regarding this suggestion? I am sure I have added to this discussion previously making a similar point.

Report Post Tip

{There should definitely be a maximum one should be able to train the stat to, on the same note like others have stated that it should be very hard to figure out ways to train this. Maybe a proposed solution would be to know all the stealth people. Example: Player1 wants to train his stealth, In order to train the stealth he must find a mentor with the abilities and knowledge already to be very stealthy. Player1 got to know a user with the knowledge he desires and wants to learn what he can do to be like him. The stealth user could mentor him in a way and this would take away Player1's timers flight, attack and pickpocket for a good bit of time let's say 6-8 hours. Player1 would have to find let's say 19 other members to do this with to achieve the maximum he can learn stealth to. I think if this was put into effect it shouldn't be allowed to use until Wiseguy or Mademan.}

Report Post Tip

{It was being suggested at one time that only X amount of recent work done would be considered for your stats. So, if you had say 1500 kills but only 100 of them were in the last 6 months, you would have an equivalent skill to those 100.

I like the idea of bringing other users into the training element, but I'm not sure how it truly ties in with the overall position of the game. We are ultimately mobsters, not assassins. I appreciate that families required the use of assassins to do their dirty work, but I'm not they would use someone in a kind of Sensei role}

Report Post Tip

Game Suggestions
Replying to: Trainable Stealth
Compose Body:

@Mention Notifications: On More info
How much do you want to tip for this post?

Minimum $20,000

(NaN)
G2
G1
L
H
D
C
Private Conversations
0 PLAYERS IN CHANNEL