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| Trainable Stealth | Started by: Kurtz on Apr 13, '11 14:58 |
Nuf said. Bump. |
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| Reply by: Aloysius-Zinni at May 09, '12 13:01 | |
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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. |
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| Reply by: Squishy at May 09, '12 13:25 | |
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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$ |
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| Reply by: Abnormality at May 11, '12 05:46 | |
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AMAZING IDEA love this |
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| Reply by: Grim_Reaper at Jun 09, '12 03:31 | |
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Just out of curiousity, what is the state of this suggestion? Will the Player Commission be sponsoring this? |
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| Reply by: TonyStark at Jul 16, '12 09:57 | |
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the PC should be all over this. |
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| Reply by: MarcusJones at Jul 16, '12 22:29 | |
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There is a bit of a problem with the original idea.
The pickpocket and shot clocks are now separate. We would not have to choose which is more important and everyone would be training both. |
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| Reply by: Undercover-Angel at Jul 17, '12 02:34 | |
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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. |
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| Reply by: PC-Tech at Jul 17, '12 04:15 | |
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I'm pretty something like this is on the coders to-do list once have decided how it is going to work. |
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| Reply by: PC-Flash-Fire at Jul 17, '12 09:40 | |
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For the record, pure info answers do give you 100% vision, so that you can see those on pure stealth. |
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| Reply by: PC-Tosca at Jul 17, '12 09:54 | |
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I've always liked the idea of trainable stealth but I would like to see it entwined with info. |
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| Reply by: PC-Grin at Jul 17, '12 10:10 | |
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I'd also like to see this implemented. It's good to see the Player Commission looking into this suggestion. |
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| Reply by: TonyStark at Jul 17, '12 10:44 | |
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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. |
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| Reply by: PC-El_Nino at Jul 17, '12 15:51 | |
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I believe that was something that was discussed elsewhere. |
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| Reply by: PC-Grin at Jul 17, '12 15:57 | |
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{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.} |
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| Reply by: PC-Tech at Jul 17, '12 20:27 | |
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{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. |
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| Reply by: PC-Grin at Jul 18, '12 11:29 | |
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