


I meant more along the lines of how Skyrim or Thief implement stealth. Hence my saying "getting stealth correctly".
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)


How did they do stealth in those games? And if you was a dev how would you take those ideas from those games to improve the stealth element that gathers have, or do think since its not correct like you stated that Yoshida team should just redo that whole element for gathers?
I'm really interested in your thoughts and opinion. Anything that how help the devs improve this game is fantastic imo.



Put my money where my mouth is, eh? =PHow did they do stealth in those games? And if you was a dev how would you take those ideas from those games to improve the stealth element that gathers have, or do think since its not correct like you stated that Yoshida team should just redo that whole element for gathers?
I'm really interested in your thoughts and opinion. Anything that how help the devs improve this game is fantastic imo.
Well, let's grab Sastasha. We could open it to Carpenters, Armorers, and Miners. Each class would have its own objective inside Sastasha. For example, as an Armorer you have to sneak your way in and use your skills (armorers double as shipwrights according to the game's lore) to sabotage one of the vessels the pirates use. As a carpenter you're tasked with sneaking your way around and covertly mess with the pirates' weaponry. As a miner you have to sneak around and find structural weaknesses in the caverns of Sastasha and plant charges.
If we went Thief-style stealth then you'd have to give DoH/L a stealth jewel to tell them how likely they are to be detected. Hiding in shadows would help out. Disguises would also help when the place you're infiltrating involves humanoids. Like you decide to tackle Sastasha as an Armorer and part of the way into the dungeon you have a chance of finding a pirate disguise that'll temporarily let you walk freely around the pirates while you complete your objective.
Skyrim-style stealth would probably have to be stat-based. Something like you stealth skill is boosted by using equipment with a stat called Camouflage. So the more +Camo you have from gear, the less likely the enemy would be to find you.
Puzzles and such may be an option, but if this is to be repeatable content you're going to have people just inputting the solutions without much thought.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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