How will stealth be handled?


Pathfinder Online


Thinking of most MMO's players usually have their name floating over their heads, which sort of defeats the purpose of being a sneaky type, since (say you wanted to sneak into a guild hall and assassinate a player/steal mcguffin) anyone can just see your name through the walls and chase you out or kill you. the only time you'd be able to do anything would be when no one's there, in which case why be sneaky at all?

or trying to sneak through a dungeon (likewise impossible, usually) since every enemy has a perfect sphere of "automatically sense and attack anyone who enters, be they hiding perfectly behind that shrubbery or through the freaking wall/floor/ceiling."

I hope we don't end up with something like this in PFO.


did you search the forum for 'stealth'? it was probably one of the first topics to be discussed.
(it doesn't sound like there will be stealth as we know it, for reasons that it's too easy to exploit... etc)


Ah, I am ashamed, accidentally did my search from the "archive" tab. pardon the mistake.

Goblin Squad Member

Actually, per prior discussions stealth will be very much how we know it from other games. The nature of the previous debates was about "improved stealth", specifically stealth as a matter of testing the observers perception...instead of simply a buff as it is in other games. The conclusion handed down from GW was the complexity exceeds the benefits and there is too much room for exploitation. So, stealth can be expected to be an all of nothing thing, as it is done elsewhere.


Forencith wrote:
So, stealth can be expected to be an all of nothing thing, as it is done elsewhere.

i completely agree with this wording. a real shame, that is.

oh well, i guess i'll have to look elsewhere for halfway decent stealth mechanics.

Goblin Squad Member

Don't give up yet, the game is going to be long term development, we could very well see a great stealth system a ways down the road and GW will need people that are looking for great stealth systems to help them build the system.

Goblin Squad Member

Valkenr wrote:
Don't give up yet, the game is going to be long term development, we could very well see a great stealth system a ways down the road and GW will need people that are looking for great stealth systems to help them build the system.

Well, to some extent yes, but the key details and reasoning behind it, are pretty set in stone. The fact that if one person on a side knows, the game does have to assume 100% of that persons allies also know, as people will create programs to ensure that they do.

Now one plausible solution to that could be in fact to do so exactly as we anticipate a program doing. When a spotter see's a stealthed enemy, all of his alies get a red circle underneath it. Targetted attacks get a miss chance, AoE's can hit, etc...

Anything that will inevitably be made into an undetectable client side hack, has to become a standard feature,

Goblin Squad Member

Well, there were other possible solutions suggested such as handling the perception check server side and not even giving the client the information unless it is successful...in that case your bodies can try to point out a stealthed character to you all they want...or use what ever 3rd party software they can develop...you cannot target or hit what your client does not know is there.

Goblin Squad Member

Forencith wrote:
Well, there were other possible solutions suggested such as handling the perception check server side and not even giving the client the information unless it is successful...in that case your bodies can try to point out a stealthed character to you all they want...or use what ever 3rd party software they can develop...you cannot target or hit what your client does not know is there.

Well yeah that works for the all or nothing, and is still needed in my part, my example was specific to when one ally makes the perception check and can see the invisible character. As a 3rd party program networked between allies, would then be able to give the entire team with hypothetical program the equivelant of the block in my analogy. If no-one makes that perception check, then that block would not be visible, and none of the clients would get that information, so no 3rd party programs would have information to share.

Goblin Squad Member

I've always wondered when it comes down to exploit proliferation being the problem of a mechanic being implemented... then perhaps if you have a "Super" skill that people want, then you have to LIMIT it's use by people so it's rare and it's handed out to a small number of people. Eg a thieves guild might have the "license" on stealth to give out to those that accomplish it's use under "their terms"?

This way it does not get out of control and there is a potential for policing of it's use under some player-run attempt to regulate it??

Just an off-beat suggestion!

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