they're awful outside of stealth games and the "Legend of the Not-so-hidden Temple" is no exception, where you have to guide 2 npcs and have them not manage to fuck up and pull aggro and kill you
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they're awful outside of stealth games and the "Legend of the Not-so-hidden Temple" is no exception, where you have to guide 2 npcs and have them not manage to fuck up and pull aggro and kill you
I don't remember having any trouble there at all, in fact I think the npcs were always invisible even if they got seen.
I barely registered the temple as a "stealth sequence". I don't know if I got lucky, but I prettymuch walked straight through thinking "was that all?"
I think we attracted enemies in the final room, but just fought and killed them normally.
For me the NPCs just ran through without worry or care. They even ported through a wall across a guard's path and did that weird positional updating moon-walk to me at the exit at one point.
Maybe it's some kind of lag issue? My team stuck on my butt, and I didn't have any problems. They even stayed with me when I popped sprint.
Almet or Y'shtola shout for you to stop and wait a moment. After their brief dialog, they continue to follow you. If you don't wait, they have to catch up to you and well you know what happens, huh? All you had to do was briefly pay attention and everything would proceed smoothly, but it's easier to blame npcs while rolling your face across the keyboard.
wait.. when was this? I finished MSQ and don't remember a stealth section. I suck at stealth games and hate having to be sneaky.. when was this? In the temple in the greatwood? The part where you just don't walk in front of the statues? I honestly don't remember.
EDIT: Oh.. the statues patrolling? .. I didn't even pay attention to the NPCs. I didn't know they set off the statues.
Why isn't there more?
I'm almost 100% certain they don't set off the patrolling Statues. When I ran it Y'Shtola and Almet followed pretty closely behind most of the time but at other times they lagged behind and were literally right in front of the Statues and nothing happened. I didn't fail it once and was pretty confident that it was impossible to fail.
I just assumed they couldn't be seen. I ran it twice and the second time I was hurrying the run and not immersing myself so I wasn't super careful and just brushed past the patrol routes without giving a second thought to how tight the timing would be for NPCs behind me and I had no issue.
I actually loved that duty. My only gripe with it is how hopeless they seem to think the players are and therefore trivialise the difficulty instead of making it a little bit more fun and interesting. I'm not expecting Tomb Raider-tier puzzles or anything that take up much of your time, but something that makes you stop and think would be great for sure.
They absolutely do. When I did it, I sprinted by and made it to the door without any aggro before they had finished their banter.
10s later when the NPCs came through, both of the statues immediately aggroed to me. So after killing the statues, I made sure the NPCs were actually following me for the next pathing sequence.
Gasp!?! How dare they have a spot where avoiding agro might be a thing?
I actually wouldn't mind a few more spots where the quicker and preferred way of getting through an area involved avoiding agro, as the constant wall to wall pulls in dungeons gets old after a while. It needs to be mixed up every now and then.
Believe me, it's completely warranted.Quote:
My only gripe with it is how hopeless they seem to think the players are and therefore trivialise the difficulty
It was barely even a stealth section
in fact you can fight 2 of them without getting the debuff to kill range, tons of leeway
Honestly this. That was a rather refreshing change of pace from the usual "go here, kill this, come back" sort of sections we usually get. Not to mention the puzzles that we had to solve and the little cute Indiana Jones moment. Actually, that entire section was a very GOOD highlight of why I'm enjoying this expansion above others.
I just did that section and was worried after seeing this thread, but once it was done I was like "what, that's it?"
People seem to hate anything beyond hitting 1-2-3 and pressing D to move out of a circle.
I've seen someone do the same thing you did. But it wasn't the NPCs aggroing them, it was the one closest to the end door seeing him, since there's not really much of a "safe" spot by the door out of LoS of the one that paths there. It was quite obvious watching it, too. You aggro one, you aggro them all.
I did it a few days ago and...to be honest I felt Wanderers Palace NM was more of a stealth section then that was. I enjoyed it anyway and the Indiana Jones section was a nice touch.
Yeah, I really enjoyed it as well. "Refreshing change of pace" were the exact words I used to describe it to my friends. I wouldn't mind seeing more of this sort of thing, or even just having this sort of mechanic/structure incorporated into some dungeons as an alternate route as someone else suggested. Like one route could be the usual wall to wall aoe mashing, and the other could be a puzzle and stealth/awareness shortcut that actually saves you some time if you do it correctly etc.
I understand what you're saying, but I saw no reason for it to be any different from how mob vision usually works in this game as is, where, assuming they are identical in level to you, if you're behind them you can often go right up to them without being seen, but if you're anywhere in the approximately 180 degree radius in front of them they have a large detection range. Given the linear nature of these pathways, it achieves the same general outcome as having linear vision, barring that one spot by the door.
The real question is, how does their sight work while you're in those small hidey holes? I pressed up against a wall to minimise detection risk when I did it, but it's entirely possible that if you just stood in the middle of these hidey holes, or against the opposite wall, they would see you there, too.
In any case, I don't know what happens if you aggroed both of the stealth rooms, but the one room I did see get aggroed just resulted in an easy fight against them, no instant fail state or anything. If this is true for both rooms, I really do not consider this a "forced" stealth segment at all. A true forced stealth segment is one that instantly fails you for being detected, and is the bane of many games. This one here seems entirely harmless and is just a nice change of pace.
The boulder segment doesn't even kill you when hit, 0/10.
Really though the segment was an easy little thing while also giving us something different from the norm except for the very last segment, which itself was just a "just don't die" part.
there is stealth segment? if there any i dont remember it
i just play as usual, probably in the middle of "enjoying the game so much" that i didnt realize it lol
They weren't at least when I did it. I got all the way to the first door without being spotted but my NPC's decided to have a mild pathing issue and ended up dragging a mob that had it's back turned right towards me. That's about the only complaint I have with the section though. After that first part it went smoothly and I generally enjoyed the change of pace. I wouldn't want to see it become another 'zoom in and find the thing' quest like SE seems to have taken a liking to recently, but for a one and done section I'll take some mild jank.