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Stealth vs perception

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Radiac
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Stealth vs perception

In another thread the topic has come up about stealth powers and the perception of stealthy PCs/NPCs. Some thoughts:

1. Instead of just giving everyone some stealth with their super speed and then a proc that gives you effective invisibility, or even just one plain and simple "Invisibility" power, I think the PC who wants really good stealth should have to work a little harder for it. I believe CoX had "perception distance" as a number wired into the game somehow and then powers could reduce that or increase it. Not sure if badguys automatically "saw" you if you got inside their perception, but if it was a dice roll, it was one they usually made if they weren't blind or really dumb (like devouring earth, etc).

2. Even perfect invisibility only makes it impossible to be seen. You can still be heard, smelled, or felt (physically, psychically, thermally, magically, etc). I think that different types of stealth might be cool where different types of defeating them also exist, and if you really want to minimize you chances of detection, you ought to have to drop a lot of toggles and move slower and not get too close to the badguys, etc. you shouldn't be able to indiscriminantly bounce through a map at warp speed and not be detected despite running face-first into every mob on your way to the boss room. That kind of thing should get you "outed" and attacked 99% of the time, I feel.

3. Pursuant to number 2, stealth types I've come up with:

basic low-tech camouflage (works well at reasonable distances as long as you don't move too much or have any flashy powers running, foes get a chance to see you if you shoot at them)

chameleon-like skin (like camo above, but shorter effective distance, like a few yards, and allows more movement)

transparency (you literally don;t reflect light, almost impossible to detect visually, but could still happen at very close range versus very perceptive foes)

obscurement (smoke screen, etc, they know you're in the area, but the smoke makes your exact location hard to determine, but they're alerted to your presence nonetheless and may go looking for you, this would require the AI to have the mobs do a search routine somehow)

misdirection (fake image, throwing your voice, etc aggro the mob to go someplace else until they discover they've been had)

light bending (sci-fi "true" invisibility, no chance of visual detection at any range, but you should still avoid getting close enough for melee, because they can probably hear/smell you)

psychic (make people THINK you're not there, via hypnosis, requires a roll to hit on a mob as an opening move, they can snap out of it after a while with a saving throw or something)

darkness (like smoke, but can be defeated with a light source, if its good enough, there could be regular dark and "extra powerful dark" like from magic, techno-photon absorbers, etc)

phasing (can walk through walls,etc not invisible per se but can maybe be used to bypass some areas in some maps)

teleportation (not as a mode of travel using line of sight, but as a way to short a map and get to the end boss's room, not sure I even want this to exist really)

4. Ways to defeat stuff in 3 above: laser detector grids, infrared goggles, telepathic brain-wave sensing, magical scrying, telescopic vision (can see simple camo at range due to magnification), powers/traps that coat the target in dust/paint, super senses (Wolverine can smell you, etc), light sources that pierce and defeat darkness, "unphasable" substances that render some walls unphasable, some areas impossible to penetrate via teleportation (this could include types of armor, making the wearer unable to TP to phase out, etc).

All of this is eventual, pie in the sky stuff, I admit. But what I would like to see is the game NOT have perfect, unbeatable stealth in one or two easy moves, but rather make it very difficult to achieve maximum stealth, and even then all forms of stealth can be defeated with the right powers, maps, etc or if the stealthy one is not careful enough.

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I'm a fan of a binary stealth

I'm a fan of a binary stealth system at the powers level. Rating stealth on a quantitative scale often comes with problems. To me this means there are POWERS that put you into stealth and POWERS that allow you to perceive through stealth.

NOTE that I do not put stealth and Threat Perception in the same system as CoH did. Just because you can see something doesn't mean you can't be placated into seeing it as a friendly non-threat.

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Many of the descriptions are

Many of the descriptions are more or less themes and animations, the coati g put over the power.
One thing we are going to attempt is to make basic stealth, that is sneaking around and avoiding notice possible for everyone.
There are 3 effects that we have which deal with the character ability to sneak around:
Powers may enhance Stealth making the sneaking around part easier.
Invisibility is a separate effect for design purposes,
Phased is yet another effect for design purposes.
Improved Stealth, invisibility, and phased can each be used independently to make avoiding notice easier.
And there will be effects to counter each. At least this is the plan. We have yet to test our Stealth system so things are seriously subject to change.

This does not include effects used directly against an adversary to purposefully reduce its perception which may also be useful in sneaking around.

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Tannim222 wrote:
Tannim222 wrote:

One thing we are going to attempt is to make basic stealth, that is sneaking around and avoiding notice possible for everyone.

Elder Scrolls Online did this. EVERY character could simply toggle into/out of "crouch" and that was your stealth. It was effectively a "status" effect that got applied to your character. There were then skills that you could purchase for your character that would only have an effect while Hidden, and in the context of damage abilities effectively worked as a buff for alpha strikes.

The downside of doing this was ... when everyone can do something it loses all "specialness" in the game. ESO has a Nightblade as one of the 4 character classes. It's the "rogue" class of the game. Nightblades barely get any benefit out of being stealthy, in part because everyone can do it.

To be fair, the "power" of buffs/debuffs/controls in ESO is neutered almost to the level of "what's your point?" as with almost every other game on the market, in part because PvP is a significant part of the balancing equation. However, the "balance point" that ESO settled upon with respect to Everyone Can Stealth ought to be something of a cautionary tale taken into consideration by the City of Titans team.

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Excuse me while I bust out my

Excuse me while I bust out my Game Mechanics hat.

Let's do this as an excessively simplistic compare this vs that sort of thing. Everything gets a Perception value. Everything gets a Stealth value. And just for the sake of making the math easy, let's say that the benchmark unmodified Perception value is 1000 ... and the benchmark unmodified Stealth value is 1. Very simple stuff.

In order to Detect something (Friend or Foe), simply do a comparison of Perception vs Stealth and the answer that comes out of it generates the DISTANCE at which that something can be perceived. Now, this comparison can be done a couple of different ways. It could be a straight up subtraction, which then leads to a situation where Stealth can exceed Perception preventing detection at ALL ranges ... or it could be a multiplier/divisor situation where Stealth can reduce Perception ranges but never eliminate it, meaning that there will always be a "too close" distance at which Stealth no longer prevents detection.

Of these two systems, I actually prefer the multiplier/divisor computation, because it means that Distance To Foes will always remain relevant.

Furthermore, thanks to the Unreal 4 Engine, considerations like Fields Of View can be worked into this system relatively simply. You could have, for example:

Forward 90 degree cone: 100% Perception
Forward 180 degree hemisphere (not including above): 75% Perception

Rear 90 degree cone: 25% Perception
Rear 180 degree hemisphere (not including above): 50% Perception

Fairly simple stuff, right? But what this means is that the "sensitivity" of Perceptions is dependent upon positioning and orientation. You're less likely to notice something behind you than your are to notice something in front of you.

Alternatively, you could do the "hex grid" option of just breaking everything up into regions of 60 degrees.

Forward: 100% Perception
Front/Right + Front/Left: 75% Perception
Rear/Right + Rear/Left: 50% Perception
Rear: 25% Perception

Again, very basic stuff.

Now ... add in the possibility that certain Powers can alter those Perception values. Things like Acute Senses (or whatever) could change the scaling from 100/75/50/25% to be a 120/100/80/60% instead. Quite a difference! You'd be able to have certain Powers that only apply to a specific arc ... such as +50% to Forward Arc (only) representing a scope of some kind. You could have something that improves peripheral Perception values only to the sides but not to the front and rear. And so on and so forth.

So now take the Perception Value, determine which "arc" the $Target is in to modify that Perception Value, and then simply divide by the Stealth of the $Target in that arc. If Stealth is 2, then you have to get 2x as close in order to detect it. If Stealth is 10, you have to be 10x closer than normal in order to detect it. And so on. Put that together with the Fields Of View modifier above on Perception and it then becomes standard practice to "sneak" BEHIND Foes rather than in front of them if you want to pass without detection.

After that, all you need is a GUI element that can give a Player a "feel" for how close they are to being detected by a Foe. Elder Scrolls Online does this with an "eye" in the center of the screen that progressively opens the closer you get to being within detection range of a Foe. That way, Players can develop a "feel" for where the seams are in which they can sneak around safely without being detected.

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This is starting to sound

This is starting to sound like Twitch mechanics. I'm not sure I'm all in favor of that. MWM has said they are going with Tab Targeting, now it sounds like you are trying to add in Twitch on top of it. Pretty soon it will be how much damage you take based off of your proximity to the source of damage and how long you stay in it. I think we should just stick with a Stealth power granting a certain amount of negative perception and then perception enhancing powers and enhancements boosting perception on PC's and just having certain groups of NPC's with higher perception abilities than normal.

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Red, that's not too far off

Red, that's not too far off with what we are planning to do with distance, and detection fields and stealth. Add in A.I. states such as unthreatened, alert, searching, and threatened and the animations along with an indicator in the targeting window (along with other possible indicators), and the player will know if they're getting too close to getting caught.

Also, we don't plan to create a "stealth class" which is why we want to allow anyone who wants to sneak about to be able to do so. There will be Masteries that can use stealth as one possible advantage. Between using basic stealth, stealth improving powers, and other powers to aid in avoiding detection, anyone can build a stealth character, the ones with a mastery that uses this as one of its advantages is probably a good place to start making this type of build ;)

oOStaticOo, I understand your concern over the twitch-esque elements. This basic level of stealth is something of a preferred play style and is not intended to be a requirement to play unless a player wants to play a stealth character. We want our stealth system to be more comprehensive than it was in CoH where it was either simply stack stealth until basically invisible or use invisibility and outside a few rare encounters (or in the case of drones) you can't be seen. It will be possible to do this, at times, but there will be times where it is. It possible (if we implement everything planned). This is in part due to our plan to include Super Senses and different forms of stealth effects. Each will have one or more counters to the other. Invisibility can trump normal perception while x-ray vision may trump invisibility for an example.

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What Segev and Red describe

What Segev and Red describe here sounds great to me.

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Radiac wrote:
Radiac wrote:

What Segev and Red describe here sounds great to me.

Did I pull a clone again (first it was me as Dr. Tyche), now Segev? Me, I'm just a crowbar wielding underling. I live to serve. Or is it I serve to live? I'm sure one of them will let me know which way it is...

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What about the Mustang? You

What about the Mustang? You can just hop in the Mustang and leave the nay-sayers in the dust!

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oOStaticOo wrote:
oOStaticOo wrote:

This is starting to sound like Twitch mechanics. I'm not sure I'm all in favor of that. MWM has said they are going with Tab Targeting, now it sounds like you are trying to add in Twitch on top of it. Pretty soon it will be how much damage you take based off of your proximity to the source of damage and how long you stay in it. I think we should just stick with a Stealth power granting a certain amount of negative perception and then perception enhancing powers and enhancements boosting perception on PC's and just having certain groups of NPC's with higher perception abilities than normal.

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I'm so sorry that I don't

I'm so sorry that I don't feel the same way about Twitch mechanics as you do. Forgive me for ruining your day.

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Tannim222 wrote:
Tannim222 wrote:

Radiac wrote:
What Segev and Red describe here sounds great to me.

Did I pull a clone again (first it was me as Dr. Tyche), now Segev? Me, I'm just a crowbar wielding underling. I live to serve. Or is it I serve to live? I'm sure one of them will let me know which way it is...

So it's like that biker gang "Live the Ride, Ride to Live" thing then? Do you guys have your own denim jackets and stuff?

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Well, since I'm a necromancer

Well, since I'm a necromancer, my servants don't exactly have to live........

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I like my characters stealthy

I like my characters stealthy. In CoH, any who didn't have primary/secondary stealth powers I took Stealth from the Concealment Power Pool. And added a Stealth IO proc so I had complete stealth against everything except snipers and other high perception mobs.

I can understand having free access to stealth in this way makes it less special.

That being said, this issue bleeds into mob agro and mission design. What about them?

In CoH, I found it silly that I could beat on a small group of mobs yet a short distance away--but outside PvE perception range--was more of them idling around. But of course, missions then filled the rooms with groups of mobs, how much depending on the difficulty settings. Any realistic perception would have brought enough of them down upon the team that only the strongest characters would have survived.

As well, you could have player characters causing stuff to happen (smoke, etc.) that is an obvious change but the mob AI don't react to it. Strange on the face of it.

And then this starts running into mission map layout. Caves are one thing, but those office building in CoH were crazy, probably due to being procedurally generated. And that guides where the mobs are.

Stealth and perception. Mob agro and AI mechanisms. Mission design and map and mob layout. All interconnected.

And all that affects how stealth and perception will be received. CoH had one set of choices. What set of choices do you want? Because it's the whole set of choices that has to be weighed upon.

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I miss my Stalker :(

I miss my Stalker :(

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oOStaticOo wrote:
oOStaticOo wrote:

I'm so sorry that I don't feel the same way about Twitch mechanics as you do. Forgive me for ruining your day.

It's less about "ruining my day" and more about being unwilling to accept new approaches to old problems.

Arithmetic and Algebra can both yield the same results to a given question ... but overall, Algebra is the more powerful "system" to use for solving problems. Consequently, when given a choice, I'd prefer to reach for the Algebraic solution rather than the Arithmetic solution for a given problem, even if they both yield exactly the same results. Why? Because you can "do more" with Algebra than you can with Arithmetic.

The Unreal 4 Engine is written for "twitch" mechanics. It is a "shooter" game engine. That is its core functionality and purpose. That's how it "works" under the hood. The fact that you can design a user interface that yields a Tab To Lock Target or even a Tab To Select Target functional overlay onto that functionality is just a matter of building an [b]Aimbot[/b] function into the game (that gets used by default) is effectively tangential to this topic.

Quote:

Aimbot (auto-aim)
A first-person shooter cheat that lets players shoot other player-characters without aiming. In most cases, the reticle locks on to a target within the player's line of sight and the player only has to pull the trigger. Aimbots are one of the most popular cheats in multiplayer FPS, used since 1990's Quake.

Look, if you believe that relative positioning and relative bearings (ie. the Fields of View) between PCs/NPCs that have been mentioned in this thread are something that should have no influence whatsoever on Perception (and by extension, Stealth), that is an extremely limited ... and limiting ... point of view to take and maintain. Why? Because [b]we can do better than that[/b] with the native capabilities already built into the Unreal 4 Engine.

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Dr. Ian Malcolm: Yeah, yeah,

Dr. Ian Malcolm: Yeah, yeah, but your scientists were so preoccupied with whether or not they could that they didn't stop to think if they should.

Not all games are created equal. Just because something can use a mechanic doesn't necessarily mean it should. Twitch mechanics work great for some games, but not all. Twitch mechanics work a lot better when you have a game controller vs. keyboard and mouse. I'd much rather play a Twitch based game on my PlayStation than on my computer. I'm not saying we can't try to find some ways to possibly improve upon Stealth and Perception, I'm just not advocating using Twitch mechanics in this game. I don't feel that I'm alone in this thinking either.

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I don't see the 'Twitch' in

I don't see the 'Twitch' in fields of view and perception, that just gives you a mechanic to exploit/avoid when you're trying to stealth. And, if you have the tools to counteract perception completely, like a controller with Sleep or Blind or Deceive/Confuse, then you can use those and ignore the question of how stealthy you are.

Stealth is an optional approach to defeating the enemy. You can still walk up and punch them in the face, if that's your thing.

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Redlynne, Arithmetic versus

Redlynne, Arithmetic versus Algebra isn't a parallel to Aim versus Tab Targetting. Inappropriate analogy.

And City of Heroes has attacks where aim matters: cones. Shadow Maul is a great attack power in Dark Melee. As is the Sands of Mu temp and veteran powers. All 3 broad melee cone attacks. Both if lined up right could hit 2, 3, 4, or even 5 mobs. And could be leveraged by a good player to great advantage. Me, I was lucky to hit 2. And my main toon, an Assault Rifle-Devices Blaster, the Master of Cone Attacks. I am very familiar with how hard it is to aim well in City of Heroes.

Twitch, ie. Aim Targetting, works best in shooters and other games that more parallel real life, where combat is one-on-one or a bunch of one-on-ones, even when hand-to-hand. Up to now, City of Heroes and other Superheroes games have a lot of mobs which means a premium is placed upon area attacks. And in those free-for-alls, Tab Targetting helps the player stay on top of things.

Now, I think there's great possibilities in moving towards fewer and more able mobs. Ie. better and more realistic perception and more realistic AI. And I think there's great possibilities in moving towards Aim Targetting. But both are big changes from what City of Heroes was. Maybe City of Titans could caarefully go down one or both of those routes. But there's a risk involved and that risk shouldn't be neglected just due to idle argument.

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Um ... topic derail?

Um ... topic derail?

I wasn't even talking about Target Selection. Indeed, my point is that this entire sideline into Twitch vs Tab is a gigantic "you're missing the point" derailment.

[i]How you select a target has [b]nothing to do with[/b] how Perception and Stealth "work" game mechanically.[/i]

Even more to the point, how you select a target (whether by "twitchy" means or by use of the Tab key) literally has nothing to do with how Perception and Stealth [b]ought to work[/b] in the game ... other than restricting your choice of Target Selection to Foes that you can Perceive. If you can't Perceive them, then you can't Target them ... regardless of whether you're doing so in a "twitchy" way or a Tab Select way.

Now, if we can please talk about the subject matter at hand ...

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I'm going to assume that

I'm going to assume that there will be stationary mobs and there will be roaming mobs. Now you are trying to suggest that Stealth be based off of the ability to detect a person based on their positioning. I get that. With a stationary mob this will be fairly simple as they will not be changing positions. With a roaming mob this will be more difficult as the person will have to then position themselves constantly to try to avoid detection, hence Twitch. Now you get one stationary mob and introduce a roaming mob on top of that, well Stealth just flew right out the window.

Basically people will have to try to use terrain to their advantage, positions of mobs, silence, obstacles, shadows, varying grades of heat, etc. Now Stealth is a whole new Twitch game in itself. One I'd rather not try to play. If that's the way Stealth is going to work, I just won't ever take Stealth and instead will just Hulk my way through the mission. Perhaps there is a middle ground within your scenario and mine, I hope so. I'm not against improving upon Stealth and Perception, just not sure I like it the way you are describing it.

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oOStaticOo wrote:
oOStaticOo wrote:

I'm going to assume that there will be stationary mobs and there will be roaming mobs. Now you are trying to suggest that Stealth be based off of the ability to detect a person based on their positioning. I get that. With a stationary mob this will be fairly simple as they will not be changing positions. With a roaming mob this will be more difficult as the person will have to then position themselves constantly to try to avoid detection, hence Twitch. Now you get one stationary mob and introduce a roaming mob on top of that, well Stealth just flew right out the window.
Basically people will have to try to use terrain to their advantage, positions of mobs, silence, obstacles, shadows, varying grades of heat, etc. Now Stealth is a whole new Twitch game in itself. One I'd rather not try to play. If that's the way Stealth is going to work, I just won't ever take Stealth and instead will just Hulk my way through the mission. Perhaps there is a middle ground within your scenario and mine, I hope so. I'm not against improving upon Stealth and Perception, just not sure I like it the way you are describing it.

Positional perception isn't new. Mobs in CoH had this as well. What we plan to do in CoT is to allow basic stealth anyone can use. Then there will be powers anyone can access to build upon this stealth which will make it easier to move about undetected. With the advent of Super Senses like X-Ray vision, some forms of stealth would still be detectable. The other side of that coin is that the X-Ray vision user may have a more limited range of perception in which to view.

Basically there will be Super Sense powers that can counter different types of stealth and different types of Stealth that can counter Super Senses. If there are any pawns using a Super Sense, it will demand that we provide some indicator of its ability. Yes this is different from CoH where achieving the level of Invisibility in some form was almost always good enough to zip through maps. An added layer to this is npc awareness states will give some indication of when to be cautious.

We do plan on using a perception system. NPCs should have different perception ranges by the direction they are facing. Using stealth makes it harder for the stealth user to be perceived. There will be different types of stealth for the sneaking around part of the user, powers which mess with perception (like a fog aura or a smoke bomb), and Super Senses that may counter various forms of stealth and perception messing powers, but have their own drawbacks for using them.

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Redlynne wrote:
Redlynne wrote:

Um ... topic derail?
I wasn't even talking about Target Selection. Indeed, my point is that this entire sideline into Twitch vs Tab is a gigantic "you're missing the point" derailment.

Or maybe we get that many decisions in a game system are to some degree interconnected and have consequences elsewhere. Decisions can't always be constructed to be completely orthogonal. Especially in complex systems like combat games.

You talking about perception and stealth being affected by the facing of mobs. That'll probably extend to characters' perception and stealth too. But Tab targetting combined with attacks leads to automatic facing changes of characters. Similarly mobs when they argo and attack also turn to face that target. In both cases each could lose sight of other targets and now gain sight of new targets.

Is it out-of-sight, out-of-mind? Will the mobs have memory? How much? Will they have an argo list with flagging whether or not they can see the target right now?

For the players, they can remember if there was a target in a direction even if it's no longer on their screen. But not necessarily. Will they be able to target a mob they can't see because they are facing the wrong way? Even though they just saw that mob a few seconds ago?

Despite having Tab targetting, will the perception and stealth system effectively move the game more towards Aim targetting and thus a more Twitch playstyle?

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By and large, our plans have

By and large, our plans have addressed those questions in an adequate way. Our prototype will surely let us know where the huge kinks are, and through out beta I suspect changes will occur.

But realize that targeting something and being able to attack it are two different things. And if a player has managed to target a stealth user, there may be ways to use stealth to break target lock. With NPCs having perception ranges depending on their facing direction (nothing new to games) it will be easier to sneak up behind them. A stealth user will be able to encroach closer to the npc even from the front than a non stealth user. Then if powers are taken to increase stealth, this ability is also improved.

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And if a stealthed player

And if a stealthed player goes AFK.. he reaches Ubber Stealth! ;D

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Izzy wrote:
Izzy wrote:

And if a stealthed player goes AFK.. he reaches Ubber Stealth! ;D

...and if a cow toggles on stealth mode, she becomes udderly stealthy. :)

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A cow with stealth udders?

A cow with stealth udders? That's bull.

/ Yeah, I went there.
// Milked it, baby.

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Hehehe... This was my fault..

Hehehe... This was my fault.. :<
Back On Topic! *takes out whip to the Cow and Bull!* ;)

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What's your beef? :)

What's your beef? :)

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What this thread needs, is

What this thread needs, is more cowbell.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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That's it, we need a

That's it, we need a christopher walken thru.

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Jacke wrote:
Jacke wrote:

You talking about perception and stealth being affected by the facing of mobs. That'll probably extend to characters' perception and stealth too.

Honestly, I don't see any upside in developing separate systems for PCs vs NPCs in this regard. The simple fact of the matter is though that most Players will pay attention to their forward view almost all of the time ... with rare exceptions (such as when traveling or searching for something or ... moving stealthily near Foes).

Jacke wrote:

But Tab targetting combined with attacks leads to automatic facing changes of characters. Similarly mobs when they argo and attack also turn to face that target. In both cases each could lose sight of other targets and now gain sight of new targets.

To my mind, this is effectively conflating different aspects of the game together into a single unified concept. You want to be careful and examine the underlying assumptions that support the supposition.

For example ... let's say that the entire "which way is front" question for the consideration of Fields of View and how that works with Perception isn't controlled by the facing of the Avatar onscreen, but instead controlled by the camera angle. Meaning you can face your character's body "north" and then slew the camera view around to "south" without turning your character's body and now the "forward" direction for all of the Perception considerations is "south" instead of "north" so that you can Look Around without needing to Turn Around first.

In fact, this is actually the way I'd prefer the system to work, such that the strongest level of Perception your character can generate is always aimed in the direction that your camera is viewing (literally the PC's Field of View). This makes sense for PCs, where camera angles can be divorced from movement directions, and is something I did *frequently* when playing City of Heroes, Tabula Rasa, WoW, TERA, STO ... etc. etc. etc. ... you get the idea. This was the "keep your head on a swivel" style of movement to increase situational awareness when maneuvering in hostile territory. But that doesn't "work" for NPCs, per se.

So what I'd want to do is that for NPCs, their Field of View is "locked" to match their direction of movement. If their body is facing "north" then their Field of View is angled "north" too. This is just a simplification of the system used by PCs, rather than an entirely different system.

Now you are correct that aggro and attacking would cause NPCs to turn and face their attackers, and that likewise use of any attack (even if beyond range) would cause your PC to turn and face your $Target. Assuming that your camera angle slewed to match that new orientation (true with NPCs, possibly true with PCs but also possibly not due to camera control by the Player) then everything would essentially fall into place all on its own. The key thing that you're not addressing here is whether or not an attack on a Foe would cue the AI controlling that Foe to close range (somehow) so as to get within (Perception divided by Stealth) distance of their attacker so as to be able to retaliate. Or would retaliation simply require getting within Attack Power Range?

In other words, when Stealth*Distance is greater than Perception, we would expect that condition to prevent NPC aggro in PvE, and we would also expect at PC to not be able to detect another PC in PvP ... and if you can't detect them then you can't target them ... either by Tab Lock To Target or by Tab Select Target. However, once "Combat" has been joined ... do we expect the whole (Stealth*Distance>Perception) equation to [i]continue to prevent[/i] Targeting and Aggro? THAT'S a different question.

Remember, City of Heroes got around this problem by "suppressing" Stealth while In Combat. Powers like Invisibility by contrast simply prevented you from attacking at all, effectively mooting the question.

In other words ... is the (Stealth*Distance>Perception) qualifier something that only "works" against Foes that are Out Of Combat? Alternatively, you could code it such that the (Stealth*Distance>Perception) comparison only "matters" when Threat equals zero (ie. either no aggro or Placated), with every attack adding 1+ Threat. Again, if you tie it in to the Threat mechanics, you can even make that work for PCs as well as NPCs, except that the NPCs would use their Threat tables as part of their AI decision process, while PCs have a different reward/penalty structure driven by Threat that can [b]guide[/b] Player decisions without railroading them.

Jacke wrote:

Is it out-of-sight, out-of-mind? Will the mobs have memory? How much? Will they have an argo list with flagging whether or not they can see the target right now?

I would expect an aggro wipe power like a Placate to overwrite Threat to zero ... so in that case it literally would be out of sight, out of mind. As far as memory goes, that would be represented by a Threat table. Threat would either "decay" over time or Threat added to a table would have a set Threat value and duration so that the Threat "rolls off" after X seconds.

As for flagging whether or not they can detect a Foe "right now" ... that depends on whether the Threat is allowed to "trump" Stealth. For example, the default setting could be that 1+ Threat shuts down the (Stealth*Distance>Perception) equation such that once YOU have attacked a Foe, they can $Target and attack you. However, there could be a Camouflage Power that bumps this up, such that you need to have generated 1001+ Threat before a Foe that you've attacked can $Target and attack you. In other words, if you use "nickle and dime" low level attacks, you could potentially "fight" a Foe who is never able to "find you" and counterattack or retaliate. However if you used a "big" heavy attack, you'd blow past that Threat generation threshold pretty quickly and they'd "find" you and retaliate.

Or to put it another way ... the BEHAVIORS that the system allows, encourages and produces depend a very great deal on how you set things up (and why). I'd prefer to have a nuanced system that rewards intelligent gameplay as well as Player skill and alertness, rather than the overly simplified system that City of Heroes used ... which was effectively an extension of their boolean controlled mez mechanics.

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Radiac wrote:
Radiac wrote:

What's your beef? :)

You guys are milking this metaphor for all the puns it's got!

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Trust me, you haven't herd

Trust me, you haven't herd the last of this.

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Enemy threat and memory (if

Enemy threat and memory (if and how long they'll pursue a PC) has been [url=http://cityoftitans.com/forum/npc-ai-behaviors-and-scripting]discussed[/url] (albeit with a focus on AI / behavior).

This did bring to mind two questions.

One, working on the assumption that powers that grant stealth will be available, will it be possible to make NPCs stealthy? This has obvious applications for escort/rescue missions.[color=red]*[/color]

Two, if the PC (and/or NPC) is stealthed, will ambushes still trigger? I doubt I need to elaborate on how annoying it is to trigger an ambush when in stealth, especially if the ambushers magically make a beeline for the character and begin attacking.

[br]
[color=red]*[/color] Hopefully the NPC AI will be clever enough that stealth won't translate to "slightly less likely to trigger every ambush on the map". Ideally players will have some small control over most such NPCs, even if it's just telling them to stay close or to run for the exit.

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Ambush mechanics in City of

Ambush mechanics in City of Heroes were so ... DUMB. There, I said it.

Ideally you'd want to have the NPCs "playing by the same rules" (and using the same Powers!) as the PCs. This then becomes part'n'parcel with the notion that NPCs are really just "players" driven by an AI on the server, rather than a live human using a network connection. So honestly I'd very much WANT to have NPCs who use Stealth ... otherwise what's the point of giving superpowered Senses to PCs? Other than for PvP, of course.

City of Heroes rigged its Ambushes to be game mechanically simple, but behaviorally Whiskey Tango Foxtrot. It was a matter of oversimplifying and cutting so many corners all you had left was a rounded sphere. Use of the Perception/Stealth mechanics would allow for a much greater variety of Ambush encounter scenarios, particularly if the NPCs aren't given "free" knowledge that they often shouldn't have access to (like the EXACT location of the PC(s) AT ALL TIMES). That way you have a more behaviorally diverse set of conditions to play with, which can potentially be avoided/mitigated through use of CLEVER gameplay.

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I think what Redlynne is

I think what Redlynne is talking about in City of Heroes was from NPC's that were agro'ed onto your PC and would seek towards you, despite any stealth status. You'd commonly see it if you had to run from a fight, as you had to keep going until they gave up. I think ambushes, like the one in the caves on the second mission of the ITF after destroying the Nictus shadow cysts, are done by agro'ing newly spawned mobs onto PC's and letting them seek towards you. Very much a shortcut WTF solution to a problem in game combat.

Would be better if the AI was just a tad brighter and agro a bit more nuanced, say by having NPC's go to a location and search. And only rarely allow them to vigorously search if they'd just lost perception and "know" someone's in the area right now. Chasing would have to be better handled. If I'm a high-stealth PC, shouldn't I be able to go around a corner and "hide", how ever hiding is done, to shake most pursuers?

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I think if an ambush is

I think if an ambush is triggered or not should be dependent on what kind of stealth is used and what kind of an ambush is about to happen. It was said above that there probably will be various methods of stealth and countermeasures against them. Something like invisibility lets you walk straight past NPCs who wait for you to come by, but it does not prevent you triggering alarms by stepping on a pressure plate or walking through a tripwire. Phasing out of reality on the other hand would render those useless, but you could still be seen.

But as for the stealth system that is described here, I like it but somehow it worries me a little. In itself it has a nice complexity and really does sound fun... but I could imagine that seeking the weak points in enemy perceptions is time consuming and having a stealth focused character in the team would slow the others down. And that way stealth would be something one has to solo to fully enjoy.
Will there be ways to play stealth focused and provide enough advantage to the team to make up for that? Is distraction provided by other characters going to help land stealth based attacks?

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Segev wrote:
Segev wrote:

You guys are milking this metaphor for all the puns it's got!

I promise you, if you try to milk this bull you will regret it. Briefly.

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Redlynne wrote:
Redlynne wrote:

Jacke wrote:
You talking about perception and stealth being affected by the facing of mobs. That'll probably extend to characters' perception and stealth too.
Honestly, I don't see any upside in developing separate systems for PCs vs NPCs in this regard. The simple fact of the matter is though that most Players will pay attention to their forward view almost all of the time ... with rare exceptions (such as when traveling or searching for something or ... moving stealthily near Foes).
Jacke wrote:
But Tab targetting combined with attacks leads to automatic facing changes of characters. Similarly mobs when they argo and attack also turn to face that target. In both cases each could lose sight of other targets and now gain sight of new targets.
To my mind, this is effectively conflating different aspects of the game together into a single unified concept. You want to be careful and examine the underlying assumptions that support the supposition.
For example ... let's say that the entire "which way is front" question for the consideration of Fields of View and how that works with Perception isn't controlled by the facing of the Avatar onscreen, but instead controlled by the camera angle. Meaning you can face your character's body "north" and then slew the camera view around to "south" without turning your character's body and now the "forward" direction for all of the Perception considerations is "south" instead of "north" so that you can Look Around without needing to Turn Around first.
In fact, this is actually the way I'd prefer the system to work, such that the strongest level of Perception your character can generate is always aimed in the direction that your camera is viewing (literally the PC's Field of View). This makes sense for PCs, where camera angles can be divorced from movement directions, and is something I did *frequently* when playing City of Heroes, Tabula Rasa, WoW, TERA, STO ... etc. etc. etc. ... you get the idea. This was the "keep your head on a swivel" style of movement to increase situational awareness when maneuvering in hostile territory. But that doesn't "work" for NPCs, per se.
So what I'd want to do is that for NPCs, their Field of View is "locked" to match their direction of movement. If their body is facing "north" then their Field of View is angled "north" too. This is just a simplification of the system used by PCs, rather than an entirely different system.
Now you are correct that aggro and attacking would cause NPCs to turn and face their attackers, and that likewise use of any attack (even if beyond range) would cause your PC to turn and face your $Target. Assuming that your camera angle slewed to match that new orientation (true with NPCs, possibly true with PCs but also possibly not due to camera control by the Player) then everything would essentially fall into place all on its own. The key thing that you're not addressing here is whether or not an attack on a Foe would cue the AI controlling that Foe to close range (somehow) so as to get within (Perception divided by Stealth) distance of their attacker so as to be able to retaliate. Or would retaliation simply require getting within Attack Power Range?
In other words, when Stealth*Distance is greater than Perception, we would expect that condition to prevent NPC aggro in PvE, and we would also expect at PC to not be able to detect another PC in PvP ... and if you can't detect them then you can't target them ... either by Tab Lock To Target or by Tab Select Target. However, once "Combat" has been joined ... do we expect the whole (Stealth*Distance>Perception) equation to continue to prevent Targeting and Aggro? THAT'S a different question.
Remember, City of Heroes got around this problem by "suppressing" Stealth while In Combat. Powers like Invisibility by contrast simply prevented you from attacking at all, effectively mooting the question.
In other words ... is the (Stealth*Distance>Perception) qualifier something that only "works" against Foes that are Out Of Combat? Alternatively, you could code it such that the (Stealth*Distance>Perception) comparison only "matters" when Threat equals zero (ie. either no aggro or Placated), with every attack adding 1+ Threat. Again, if you tie it in to the Threat mechanics, you can even make that work for PCs as well as NPCs, except that the NPCs would use their Threat tables as part of their AI decision process, while PCs have a different reward/penalty structure driven by Threat that can guide Player decisions without railroading them.
Jacke wrote:
Is it out-of-sight, out-of-mind? Will the mobs have memory? How much? Will they have an argo list with flagging whether or not they can see the target right now?
I would expect an aggro wipe power like a Placate to overwrite Threat to zero ... so in that case it literally would be out of sight, out of mind. As far as memory goes, that would be represented by a Threat table. Threat would either "decay" over time or Threat added to a table would have a set Threat value and duration so that the Threat "rolls off" after X seconds.
As for flagging whether or not they can detect a Foe "right now" ... that depends on whether the Threat is allowed to "trump" Stealth. For example, the default setting could be that 1+ Threat shuts down the (Stealth*Distance>Perception) equation such that once YOU have attacked a Foe, they can $Target and attack you. However, there could be a Camouflage Power that bumps this up, such that you need to have generated 1001+ Threat before a Foe that you've attacked can $Target and attack you. In other words, if you use "nickle and dime" low level attacks, you could potentially "fight" a Foe who is never able to "find you" and counterattack or retaliate. However if you used a "big" heavy attack, you'd blow past that Threat generation threshold pretty quickly and they'd "find" you and retaliate.
Or to put it another way ... the BEHAVIORS that the system allows, encourages and produces depend a very great deal on how you set things up (and why). I'd prefer to have a nuanced system that rewards intelligent gameplay as well as Player skill and alertness, rather than the overly simplified system that City of Heroes used ... which was effectively an extension of their boolean controlled mez mechanics.

Probably too complicated for the stealth mechanics that are being considered, but ideally you would have a secondary checks for sound and/or scent. Those would be more difficult to pinpoint but harder to mask.
That way a player attempting stealth would risk alerting enemies by making a sound or leaving a scent. This would then cause them to go into search mode. I.e. increasing their awareness some and making them wander across their designated patrol area for a while. To avoid that the player would either have to leave the area, or try to avoid those patrols.
This would solve the problem with ambushes. Enemies would come storming into the ambush site because they were alerted by something the player did. If the player was stealthed they would go into search mode (and leave a guard at each exit).
In a game where equipment matters this would also require specialised clothing, but City of Titans is not going to be that kind of game.

On top of that, using sound as a secondary stealth trigger, it makes for much easier and more believable, ways to deal with additional group aggro. In combat your sound radius increases dramatically, meaning that the number of enemies making a detection check increases the bigger the brawl. Unless you specialise in taking out enemies quickly and quietly like a true stalker class. It is a cheap distance calculation so it should be able to be done for larger numbers of enemies, and it would not instantly make them come running to you, but simply make them alert and look around for trouble. But of course enemy groups in the same room are much more likely to 'see' the players when they are actively looking and there is a line of sight, and seeing will make them come running.

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i want my animal pets to

i want my animal pets to sniff a piece of cloth my NPC contact gave me and during the mission my K9 (or other pets) could sniff their way to the traget on the map with a Hot or Cold Bar in the Pets GUI display. ;)

I suppose the NPC Contact could lend you his K9 for that mission alone. Temp PowAAA! ;)

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Izzy wrote:
Izzy wrote:

i want my animal pets to sniff a piece of cloth my NPC contact gave me and during the mission my K9 (or other pets) could sniff their way to the traget on the map with a Hot or Cold Bar in the Pets GUI display. ;)
I suppose the NPC Contact could lend you his K9 for that mission alone. Temp PowAAA! ;)

Affirmative!

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Foradain wrote:
Foradain wrote:

Izzy wrote:
i want my animal pets to sniff a piece of cloth my NPC contact gave me and during the mission my K9 (or other pets) could sniff their way to the traget on the map with a Hot or Cold Bar in the Pets GUI display. ;)
I suppose the NPC Contact could lend you his K9 for that mission alone. Temp PowAAA! ;)

Affirmative!

:O Bucky and Sings Loudly could be perception pets!

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LeadWanderer wrote:
LeadWanderer wrote:

Foradain wrote:
Izzy wrote:
i want my animal pets to sniff a piece of cloth my NPC contact gave me and during the mission my K9 (or other pets) could sniff their way to the traget on the map with a Hot or Cold Bar in the Pets GUI display. ;)
I suppose the NPC Contact could lend you his K9 for that mission alone. Temp PowAAA! ;)

Affirmative!

:O Bucky and Sings Loudly could be perception pets!

Correctamundo!

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Foradain wrote:
Foradain wrote:

Izzy wrote:
i want my animal pets to sniff a piece of cloth my NPC contact gave me and during the mission my K9 (or other pets) could sniff their way to the traget on the map with a Hot or Cold Bar in the Pets GUI display. ;)
I suppose the NPC Contact could lend you his K9 for that mission alone. Temp PowAAA! ;)

Affirmative!

Who's a good tin dog?