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19

Stealth Overhaul

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  • 2
    Registered User commented
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    I love this idea. Another idea about the zombie part is, you take the zombie flesh and put it on you for a short time to bypass zombies, thinking you're apart of them.

  • 2
    Registered User commented
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    Just an idea: What if Chainmail Armor was the stealthiest armor, instead of leather? It's not really useful now, but if it was made to have certain stealth benefits, then it would become useful.

  • 3
    Registered User commented
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    A stealth system makes any open-world game more immersive, even if it isn't one based on stealth (The Legend of Zelda:  Breath of the Wild comes to mind). It's honestly surprising that mobs don't have "cones of vision" right now, they should add that, at the very least. Maybe in the update with the other new combat changes?

  • 2
    Registered User commented
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    I love this idea! I just wanted to add a few small things:

    For the attack bonus part, sneaking and hitting mobs or players from the back (the hurtbox that would normally be exposed by a shielded player) will be critical hits. Sneak attacks will have their own sound effects too.

    Spiders should be the only mob to not be "sneakable", as they have acute senses. They can "see" through walls and act as they have eyes on their back.

    Mobs will be attracted to sounds. They announced Warden mobs that are blind and go around based on what they hear, so why not have that behaviour on normal mobs too? Throwing eggs/snowballs or falling gravel/sand will distract mobs towards them. Sprinting and jumping will also attract nearby mobs. Strong sounds can ofuscate weaker sounds, for example you can walk around a waterfall without mobs hearing your steps. Thunders would be the strongest sound in the game, followed by explosions, fireworks, flowing water/lava, fire, hurt sounds (same for all mobs and players).

    Some mobs will have better hearing than others (best hearing mobs will be zombies, spiders, hoglins and endermen, although the latter will move away from sounds rather than approaching them), while others would be deaf (skeletons, ghasts). This behaviour will also extend to passive mobs, most of them would avoid sounds and run away from strong ones like thunders and explosions.