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Old July 10, 2011, 19:21   #61
Magnate
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Quote:
Originally Posted by UglySquirrell View Post
Hi everyone, new here. Thanks for the great game/site/community. The stealth issue was dealt with in. I believe it was hengband or entroband really well. You began with regular stealth values, but as you became more powerful yore stealth decreased. Eg. You were so
Baddass you couldn't hide you're presence. Probably would work well, my level 50 kobold priest doesn't wake up anything unless he wants to, ans it gets a little boring. Well time ta sleep. Cheers and thx again fo
r all you're hard work on this awesome game.
I rather like that - stealth as an anti-grinding measure. Rogue gets +1 stealth per level, everyone else gets -1 ... (adjusted to a suitable scale, of course - +1 per 10 clevs or something).
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Old July 11, 2011, 05:19   #62
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I rather like that - stealth as an anti-grinding measure. Rogue gets +1 stealth per level, everyone else gets -1 ... (adjusted to a suitable scale, of course - +1 per 10 clevs or something).
That also leaves a middle ground, where stealth is static. I would use magic ability as the fluff for why stealth decreases (monsters can sense your powerful aura), and not penalize warriors stealth beyond what they start with. That would help warriors in the later parts of the game relative to everyone else. So you could play a stealthy warrior if you wanted, providing you picked a stealthy race to start with.
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Old July 11, 2011, 12:07   #63
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Sorry, was unclear in my post. Had a few drinks after work, and was trying to figure out if the registering question was pig Latin . Yeah the minus to stealth was for Mage's or priest types. Don't see how having warriors or others getting penalized would be fair. Magic users have so many ways to get rid of unwanted guests. Maybe give them a fiery aura or something to compensate.
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Old July 11, 2011, 12:29   #64
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As your character gets faster and carries a heavier burden then stealth should be reduced.

It would bring in some interesting trade-offs about whether to wear good heavy armour or speed boosts whilst taking a hit in stealth.

It's silly at the moment where doubling your speed actually also doubles your effective stealth. I say it should halve your stealth instead since as you are moving faster you're making more noise. Although I've long argued that speed should have some drawbacks such as increased spell failure rates and lower to-hit values.
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Old July 12, 2011, 06:00   #65
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I say it should halve your stealth instead since as you are moving faster you're making more noise.
It may suffice to make the noise check trigger when @ moves, rather than when the monster moves. Cf. Zaiband.
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Old July 12, 2011, 17:24   #66
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It may suffice to make the noise check trigger when @ moves, rather than when the monster moves. Cf. Zaiband.
+1.

Monsters waking up is (in the game world) a reaction to the player making noise, not the monster looking around every turn for the player (because the monsters can not see the player when he's standing next to him before 'waking up'.

The other reason to do this is you no longer need to make a stealth malus at given char levels, characters will gain speed over the course of the game anyway. You would need to give warrior a tiny stealth bonus at given levels to cancel this out, if warriors are going to not lose stealth like casters, and give rogues more stealth progression to cancel this out and get better over time.
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Old July 14, 2011, 00:22   #67
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Just had a thought, maybe you could put a minus stealth value on high level spellbooks. This would insure that the spellcster, had a way to deal with less stealth, and would make Delr ingame. Books surrounded by power. On a side note, my Mage found +9 Boots of speed on level 10 from a novice warrior. Two robes of permanence, shortrly afrerward. Then art gloves +8 speed imm. acid on level 30. Waiting to get hit, by lightning
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