I will never forgive assassins creed for making this garbage mechanic a thing other games copy
I will never forgive assassins creed for making this garbage mechanic a thing other games copy
I was doing one for an aether current where I had to follow a Hrothgar. Right where I assume the end is he stopped for a solid 2-3 minutes without moving or talking before I figured maybe I need to approach him to "confront" him or something. I guess he was just bugged because I immediately failed it. So I rage quit and moved on. Super annoying I'd rather talk to Wuk Lamat.

Yes, we don't want any more stealth.



me, a bard at the time: oh I can shoot arrows! Let's do it >:3
the game: [unable to act at this time]
I love the men in this game
I finally return to the game! Current goal: getting all my jobs to 90
I believe stealth scenes could potentially be done right. Remember that duty with thancred infiltrating Garlean base in Endwalker? That was fun.
As a person who is awful at stealth games I had to ask a friend to help me complete one of them because the first time was so upsetting. If I fail at LEAST send me back to the start instead of making me do the walk of shame. It nearly made me quit.
The questing is terrible anyway. It has been for years, but these quests take the cake on this. They're almost as awful as when you make us play as npcs.





I don't mind them in a vacuum, but they tend to over commit on using "the new gimmick" and treat it like it's a core gameplay feature (like jobs, or crafting are), rather than a narratively appropriate tool to convey a specific feeling.
There was a point where I was like "You know, I don't mind these tailing quests so long as they don't over use them". This was the first time in the expansion one had shown up... And then they made me do another one right after I finished the first, and the bad taste returned to my mouth...
It often feels at times like the story is being forced to come up with a situation where we need to stalk someone to fill some "mandatory low-stress gameplay" quota as to not step on the toes of the "fundemanding gamplay" that's meant to be quarantined in instanced content while still having the player technically do something.
Like if they were used in a way that made sense (person we're tailing is strong or has a way to get away that our gap closers/mobility tools can't catch up to, or has a hostage) and had an interactive failure state (have to fight them in the open and avoid causing too much collateral damage, a chase sequence that's like cart racing on foot, have to find a way to deal with the hostage situation NOW) that would at least feel better than "tiptoe behind that lvl 1 guy you could just pick up and shake down for information" or "Follow behind The Problem but DON'T KILL THEM NOW! Surely they have information on them that'll lead you to dismantling their plans after you kill them in an ambush, but no you have to wait until they move themselves to a WAYY move advantageous position so that they can have a cutscene to laugh at you and then disappear"
Also tailing missions, while related to them, aren't exactly "stealth missions" imo. Stealth missions have more freedom with how you solve problems, while tailing missions are more linear and offer less room for agency. Open ended problem solving vs binary pass/fail solutions and all that. I loved in from the cold (the original implementation), and while something with that level of narrative intensity doesn't belong in DT's story, it's a far more interesting sequence than "go hide behind 4 trees".
Last edited by Roda; 07-07-2024 at 02:19 AM.
~sigh~
I'm of two minds.
It's GOOD in that they're almost the only interactive moments in the MSQ. I would rather be doing stealth missions than walk from point A to B.
It's BAD because they serve almost no narrative purpose, they're not particularly engaging (just stand still until the npc turns around, then run to the next hiding spot), and they take a while. Apparently some people have failed them as well, but I really don't think the difficulty is anything to complain about.

Deep Dungeon solo is a better stealth experience in this game, even "In from the Cold" was a better experience.
I wouldn't have minded the stealth sections in DT, as bad as they were in EW if they didn't put an obnoxious AOE cone, marker and circle on the target, it's like they think their entire player base has the cognitive functionality of a toddler when in reality it's a very vocal minority.
I DON'T WANNA BE LIKE THEM
I REFUSE TO BE LIKE THEM
I FIND MYSELF CONSTANTLY CONFRONTED WITH THEIR FAILURES
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